Scoping complete; implementation not started.
Key finding that changes the slice's shape: ClassifyAcceptedPosition already
produces the retail-exact ForcePosition route, but its ONLY production consumer
is RuntimeInitialCreateContinuationExecutor:1948 - route 1's Create
continuation. For an already-live local player receiving a Position there is no
Runtime consumer at all; LiveEntityNetworkUpdateController.OnPosition does the
work in App. Route 2 therefore has to build the accepted-Position execution
seam and then cut App over, rather than wire up an existing one.
The contract records both duplicate authorities with exact file:line, the
retail evidence (SmartBox::HandleReceivedPosition @0x00453FD0 - the
FORCE_POSITION early return preceding unset_parent and the !HasAnims-gated
SetPlacementFrame), the seven contract points, acceptance including the
complete-suite gate, and three implementer risk notes.
Called out for the implementer: the outbound AutonomousPosition ack currently
fires BEFORE any canonical commit, and its trailing isCurrent() only suppresses
the continuation - the ack has already gone out. Moving to retail's
SendPositionImmediately (an output of the executed route) fixes that by
construction, and is a real behaviour change that must be named in the commit.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
S1 (#284), S2 (#282), and S3 (#283) are all landed and user-accepted. S3 is
recorded as measured-unreachable rather than restructured, so the plan's
"prove or disprove before moving ownership" step is what actually decided the
outcome.
Final complete Release solution: 10,844 passed / 4 skipped / 0 failed.
Next: the original campaign order, starting at C4 route 2.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
#283 step 1: prove or disprove reachability before restructuring ownership.
Runtime rebases its world frame the instant an accepted Position carries
TeleportAdvanced (RuntimePhysicsState.ObserveLocalWorldFrame). App's
LiveWorldOriginState rebases only once StreamingOriginRecenterCoordinator
.Advance observes IsOriginRecenterRetirementComplete - many frames later,
after the old window has fully retired. Between those two edges the owners can
disagree by the source-to-destination landblock delta, and anything converted
in the gap lands a multiple of 192 m from the geometry App is building. Same
failure family as the zero-offset bug 670f307c fixed, with a wrong origin
rather than a missing one.
Reasoning has already closed most of the window: the recenter detaches EVERY
resident landblock before adopting the new origin, so old-origin collision is
retired first. What remains is the narrow gap between Runtime's flip and App's
BeginOriginRecenter, while old-origin geometry is still resident. Whether that
is ever actually hit is an empirical question, and the campaign rule is that a
restructure needs evidence, not a hypothesis.
ACDREAM_PROBE_WORLD_FRAME=1 emits one [world-frame] line per DISAGREEMENT at
DatLiveEntityProjectionMaterializer's landblock->world conversion - the exact
App-side counterpart of Runtime's TryGetWorldFrameOffset, and the site that
already holds both owners, so no new dependency is introduced. Silence across
a portal run is the evidence that #283 is unreachable and can close as a
permanent invariant instead of an ownership move.
Measurement only: the probe never gates placement, and the flag lives in
PhysicsDiagnostics with the rest of the ACDREAM_PROBE_* family per the
diagnostic-owner rule rather than as a scattered env read.
Complete Release solution: 10,836 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Connected Release session against the local ACE with the retail UI
(ACDREAM_RETAIL_UI=1). User verdict on the S1/S2 gate: works fine - effects
stay attached to moving entities across cell boundaries, and lit statics are
unchanged (the deliberately-preserved case).
The session log corroborates it: 9 completed world reveals including portals,
58 reveal events all failures=0, zero unhandled exceptions, zero parked
placements, zero firings of #284's new terminal world-frame invariant, and a
graceful exit.
#282 and #284 are closed. #283 (Runtime's world frame and App's render origin
rebasing at different moments during a teleport) remains open and is
deliberately sequenced immediately before C4 route 3, which shares its portal
code; its first step proves or disproves reachability before anything is
restructured.
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>
Three defects introduced by the 2026-08-02/03 stabilization batch, all found
while reconciling #281's 43 test failures. Each is an instance of the weakness
the placement campaign exists to remove - two owners of one fact with no single
writer keeping them agreed - so they are cleared before C4 stacks six more
placement routes on top of them.
#282: WorldEntity.EffectCellId documents itself as existing only for outdoor
dat stabs, whose null render parent still needs retail's outdoor landcell for
CObjCell::IsInView gating; live/interior entities were explicitly meant to use
ParentCellId. f24532ad began populating it for live entities, and because
EntityEffectPoseRegistry.UpdateRoot resolves EffectCellId ?? ParentCellId it
now wins - while 12+ sites still write ParentCellId alone. Retail carries one
cell per object (CPhysicsObj::set_cell_id @0x0050f4f0, change_cell @0x00513390,
ShouldDrawParticles @0x0050fe60).
#283: 670f307c gave Runtime a world frame that rebases on the accepted teleport
Position, while App's LiveWorldOriginState rebases only after old-window
retirement completes. Between those edges the two disagree by the landblock
delta. Not yet proven reachable; the plan proves or disproves it before
restructuring anything.
#284: a placement that cannot resolve returns RetrySetupUnavailable forever
with nothing counting it or naming its reason. The fix is observability plus
fail-fast on contradictory states, never a retry cap or timeout.
Plan sequences S1 (#284) first so the other two are observable rather than
archaeological, then S2 (#282), then S3 (#283) immediately before C4 route 3,
which shares its portal code. Also records the gating change that would have
caught all of this: the complete Release suite must be green before every
commit, not a focused subset.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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.
C3c created graphical effect, projectile, and static-animation sidecars before Runtime finished the entity's first SetPosition. One-shot F754/F755 packets could be discarded, projectiles could adopt a cell-less body, and animated statics could compete for body ownership. Keep effects behind an exact-incarnation presentation barrier, retry projectile/static binding on the committed visibility edge, and keep effect cells synchronized with canonical rebuckets. User verified spell, recall, arrow, projectile, portal, and static presentation; 90 focused App tests and the Release build pass.
Runtime GetObjectA lookup became intentionally non-constructing, so static doors and corpses entered MoveToObject without a physics host and their target snapshot timed out at the origin. Ensure the canonical minimal host exists before routing the server move.
Runtime first-entry also grounds the local player before graphical PartArray attachment. That could leave an unmatched startup CMotionInterp node ahead of all later use and cast motion. Drain matched PartArray entries first, then retire only the impossible pre-attach suffix at the presentation attach boundary.
Add focused regressions for static-target host materialization and attach-order reconciliation. User verified near and distant object use in the connected client; focused App tests pass 3/3.
CreateObject positions are landblock-local, but Runtime first-entry previously submitted remotes with a zero world offset. Runtime now owns the accepted local-player world-frame center and converts remote placements before SetPosition. The local physics host also publishes body.Position rather than CellPosition's landblock-local origin, so TargetManager no longer directs monsters toward a phantom player position. User gate: monster/static placement, chase, and attacks accepted outside Tusker Barracks.
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.
Late-arriving adversarial-review artifact: deletions confirmed clean
(no surviving consumers, no post-Revoke dereference), one dead orphan
(CollisionWorldStateSlot.TransferTo), two stale test names, and the
stale-docs catalog for whoever lands the collision work.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Publication-throughput rework per the D2 design (docs/research/
2026-08-02-collision-throughput-handoff/design-note.md): O1 per-prefix
installed-key ledgers replacing the seal's full-map scans; O2 per-
landblock delta commit (LandblockReplacementApplyCursor against the
active root) replacing whole-world TransferTo; O3 empty staging root,
commit-time reflood (CObjCell::init_objects 0x0052B420 ->
recalc_cross_cells 0x00515A30), journal/peer-rebase machinery deleted
(~1,900 lines net).
Automated gates green: Runtime 999, Core physics 2,135, App 4,039/3,
Headless 79, complete solution 10,812/0/4; lifecycle gate PASS
(connected-world-gate-20260802-193029). Soak 194423: publication-side
acceptance fully met (37 -> 4 failures, all convergence dims zero,
loadedLandblocks baseline-identical, waitCue 6/9 -> 1/9).
COMMITTED AS WIP ON USER DIRECTION - NOT ACCEPTED. The user feel-test
FAILED on this tree: monsters still pop into existence at close range,
monsters spawned mid-air far ahead, static placements visibly wrong,
plus 243x "Landblock already has a full retirement receipt"
InvalidOperationException catch-retry loop during origin recenter
(launch-feeltest-oclone.log). The 4 remaining soak failures
(pendingLandblockRetirements 131/122 at the Caul->Sawato stops) and the
implementer's "exposed pre-existing" classification are under
re-judgment against that loop. Dual reviews were dispatched and then
stopped mid-flight on user direction; NO review has passed this commit.
Full problem inventory + next-agent instructions:
docs/research/2026-08-02-collision-throughput-handoff/.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
User session observations: late monster pop-in, extended/stuck portal
space, and portal-exit character pop-in are the 6b28ff99 publication-
throughput regression made visible by C3c retail-correct wait-for-
collision placement (next slice). Intermittent spell particle loss filed
as #279: one-shot scripts arriving in the suppressed-until-receipt
window need retail pending-script deferral to presentation binding.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
C3c COMPLETE at 529e0e9d in the placement-cutover plan (five fix slices,
R1 dual-review round, final gates). New closeout research note. ISSUES
#276 (settle-CellId discard), #277 (route-1 far-Create radius bound),
#278 (user-session triage bundle). Register AD-60/AD-61 numeric order.
The next slice before C5 is the 6b28ff99 O(changed) collision clone
(soak convergence); C4 resumes after.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Campaign P remaining-physics-divergence, placement cutover slice C3c
(docs/plans/2026-08-02-placement-cutover.md). Both production hosts now
register every initial Create through the residence + continuation-
executor + first-entry-conductor machinery (C0-C3b):
- Graphical (route 1): RegisterEntityWithInitialResidence at Create; the
shared RuntimeFirstEntryDriveController pumps both conductors from the
placement-receipt flow; MaterializeProjection and RebucketLiveEntity
are presentation-only while a residence is ACTIVE (ExecutorCompleted is
the presentation-binding receipt); post-residence entities take the
full legacy path including the prepare_to_enter_world clock edges.
PlayerModeController attaches presentation to the Runtime-published
controller; its legacy resolve/step-heights/host-construction path is
deleted; presentation-only rollback (retail has no entry-flow rollback).
- Headless (route 8): OnSpawned registers with residence when a drive
exists; content-less sessions keep the pre-flip direct registration;
SynchronizeLocalPlayer/CreateController/ApplySetupStepHeights deleted;
prepared-collision read failure is a typed AwaitingCollisionSource
retry; far remotes outside the service window complete celless.
- RuntimeLocalPlayerMovementState.Controller setter sealed internal; all
controller mutation flows through the publication lifecycle.
Fix slices landed within this cutover, each dual-gated:
- F1: live movement-stat/server-physics application routed through the
Runtime ownership seam (post-logout ingest crash on the retired
controller eliminated; RuntimeMovementSkillProjection deleted).
- F2: login activation wedge - collision-admission prefix gate factored
out of the seal (reentrant-commit RejectedAuthority), rearm generation
identity corrected, PlayerModeAutoEntry requires the Runtime-published
controller (world reveal can no longer seal unmaterialized).
- F3: landblock-prefix 0-sentinel replaced by explicit absent-id guards;
map-corner landblocks (grid row/col 0) fully legal through admission,
park/rearm/retire, quiescence, and outdoor shadow seeds.
- F5: local-player first-entry ground contact seeded by the shared
SpawnPlacementSettler (moved App->Core) at FinalizeActivation - the
retail first-gravity-frame touch (enter_world 0x00516170 carries no
seed); the legacy unconditional force-seed is overwritten by a real
floor-found contact; airborne spawns stay airborne; outbound contact
bit verified end-to-end. Fixes the standing-cast 'You can't do that
while in the air!' rejections.
- R1 (dual-review round): login constraint leash armed at the committed
placement (HandleReceivedPosition 0x00453FD0 analog); register rows
AD-61 (settle-timing compression now covering the local player) and
AD-42 (repointed off the deleted resolve split) in this commit;
residence-conversion owner API; wire-landblock guards; drive-pending
ledger in IsConverged; route attach/detach latch; executor-drain drift
model documented + source-pinned.
Gates: Runtime 1,003, App 4,039/3 skips, Headless 79, complete solution
10,816/0 failed/4 skips (Release, -m:1); connected lifecycle/reconnect
gate PASS (logs/connected-world-gate-20260802-175401; graceful exits,
world-visible, zero airborne rejections). The nine-stop soak remains red
for the pre-existing 6b28ff99 whole-world collision-clone throughput
regression (attributed with evidence; scheduled as its own slice before
C5). Dual Opus reviews (retail-conformance + adversarial): delta PASS.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
C3b landed at 0934a121 with dual review PASS. The plan records the
remote-entry mechanism and its verified retail anchors; the float-gates
doc gains the port note pinning the NaN dispositions (friction's
sanctioned skip; elasticity and translucency routed exactly as the
binary; ACE's elasticity NaN divergence recorded). Every dormant C3
prerequisite is now complete — C3c, the host flip with the connected
gates, is the sole remaining piece of C3.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Cutover slice C3b: residence-route remote/creature/projectile Creates now
get their canonical PhysicsBody at Create time — retail's order, closing
the C3 flip's Finding C (production builds bodies at first motion; retail
builds them in ACCObjectMaint::CreateObject). RuntimeRemoteBodyDescription
walks set_description 0x00514F40 exactly: the motion-table gate (zero id
PASSES — verified at 0051871f/005127ca), the frame-vs-movement branch
keyed on retail's movement_buffer != 0 (an empty-buffer movement payload
takes the PLACEMENT branch and writes no autonomy — the wire-shape defect
the retail review caught), set_state, the byte-certain friction gate
(inclusive [0,1]; NaN deliberately skipped per the gates doc's sanctioned
deviation), the set_elasticity clamp with retail's unordered-to-zero NaN
routing (ACE diverges to 0.1 on that edge), the translucency gate
(!= 0.0f, original always recorded), velocity via setter, omega raw, and
ctor-defaults for absent wire fields (0.95f/0.05f/0 — the fresh-desc-per-
message flow verified at both UnPack call sites). InWorld stays false
until submission, the enter_world analog.
RuntimeRemoteFirstEntryState sequences mover-prep -> body construction ->
placement -> acknowledgement -> Execute with every C3a hardening
inherited: exactly-once stages, the shared acknowledge-stage
discriminator (extracted to RuntimeFirstEntryAcknowledgement, one body
for both conductors), typed Contention against in-flight remote-motion
binds, never-clobber body binding through the canonical writer (foreign
body fails closed — provably safe coexistence with today's
build-at-first-motion path in both directions), automatic convergence
through the retirement fan-out, and the construction receipt riding the
terminal Advance. Dormant: no production caller; C3c wires both hosts.
Reviewed: retail-conformance PASS (the construction order, both gate
boundary/NaN semantics, the motion-table and autonomy verdicts all
re-derived from the pseudo-C) + architecture/adversarial PASS after one
fix round. Runtime 982/982; complete Release solution 10,777 passed / 4
intentional skips.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
C3a landed at 960373df with dual review PASS. The plan records the
conductor's five-stage sequence (verified step-for-step against retail's
entry order, with the mover-shapes-first correction the tested
preconditions forced), the convergence/wiring closures, and the two
carried findings C3c must honor. Next: C3b remote body construction at
Create, whose float-gate oracle is committed at 874d94bf.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Cutover slice C3a: the resumable transaction that dissolves the C3
flip's circularity finding. RuntimeLocalPlayerFirstEntryState drives the
local player's complete entry in retail's own order — authored-mover
preparation (the makeObject/set_description shape analog, via a pure
no-submit extraction TryPrepareAuthoredMover), the publication chain's
off-canonical Prepare + atomic body Commit against the residence's exact
placement token, the Evaluate/CommitActivation enter-world analog, the
Place-receipt acknowledgement as that act's virtualized completion, and
only then the executor's FIFO drain (retail: enter_world at 93824
strictly precedes ProcessObjectNetBlobs at 93831). Five stages, eight
typed statuses, exactly-once per stage under retry, no second token
copies, and an acknowledge-stage discriminator that separates
not-yet-FIFO-head (retryable) from authority-moved (typed abandonment) —
a mid-flight delete can no longer strand a retry-forever entry.
The residence retirement notification becomes an ordered multicast
(snapshot-iterated per the event-stream precedent), the lifetime
constructs the conductor with a late-bind Publication seam (transactional
unbound failure — no mutation before the throw), deletion/reset converge
the conductor automatically through the same choke points as the
executor, and its active count is in the ownership snapshot and
IsConverged. Dormant: no production Advance caller; GameRuntime binding
is C3c's first act.
Reviewed: retail-conformance PASS (the stage order verified
step-for-step against retail's entry sequence; the live-controller-on-
abandonment invariant proven structurally enforced and retail-correct —
retail has no entry-flow rollback) + architecture/adversarial PASS after
one fix round (acknowledge-stage authority discrimination; the wiring
fold; two prescribed pre-C3c hardenings). Runtime 948/948; complete
Release solution green across all nine projects.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
C3b's blocking retail question, resolved byte-certain from the
PDB-paired v11.4186 binary: CPhysicsObj::set_description applies the
desc's friction only when 0.0 <= friction <= 1.0 (outer JNP-on-parity
gate vs 0.0 double at .rdata 0x00794610; inner <= 1.0 vs 0x3FF0... at
0x007928c0), and applies live translucency + the CPartArray propagation
only when translucency != 0.0f (FCOMP m32 vs 0.0f at 0x007c6a80;
translucencyOriginal is written unconditionally before the gate). Every
FLD/FCOM operand address read from .rdata and every FNSTSW/TEST/Jcc
decoded by hand; ACE PhysicsObj.cs:3557-3568 independently reproduces
all three predicates as the cross-check. Unblocks the C3b remote
body-construction port.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The first C3 implementation pass landed C3-1 (fe02c4f5) and correctly
stopped on two structural gaps no planning document captured: the local
player's first-entry circularity (the residence opens its placement at
Create, submission needs a body, and only the zero-caller publication
chain can attach one — resolvable by the campaign handoff's own route-1
order, but no driveable state machine exists) and the absence of any
remote-creature body construction at Create time (retail builds physics
in ACCObjectMaint::CreateObject; ours arrive with first motion). The
plan now records the C3a (first-entry conductor, dormant) / C3b
(retail-anchored remote body construction at Create, dormant — its
contract must first resolve set_description's three FPU-elided
friction/translucency gates from the PDB-paired binary) / C3c (the
actual host flips + connected gates) decomposition.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Cutover slice C3-1 (the C3 flip's Runtime prerequisite, landed separately
after the flip itself was halted with structural findings — see the plan's
C3a/b/c decomposition). Hosts can now read the executor-completion facts
they must bind at cutover through one public, generation-gated channel
accessor: RuntimePlacementProjectionChannel.TryGetInitialCreateCompletion
returns RuntimeInitialCreatePlacementCompletion — the teleport-hook phase,
resident cell, replay outcomes, and per-Position route facts (disposition,
constrain phase, hook phase, stop-interpolation/zero-velocity/preserve-
heading/send-position flags) via public 1:1 mirror enums of the internal
classifier vocabulary. The projection is built once at completion, cached
in the same reaped entry as the internal receipt (identical acknowledge/
discard/clear lifecycle, ledger-covered), and read allocation-free.
Mirror maps enumerate every value explicitly with throwing catch-alls,
guarded by a sabotage-verified arity/round-trip reflection test. Doc
comments pin the two consumption rules: unparent/placement-frame are
already applied to the canonical snapshot (hosts must not re-apply), and
array order — not Sequence — is the authoritative Position-fact ordering.
Reviewed: architecture PASS + retail-conformance PASS (mirrors verified
member-for-member against the retail phase semantics; the route-fact
selection confirmed to cover exactly the host-bindable deferrals).
Runtime 932/932; complete Release solution 10,727 passed / 4 skips.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
C2 landed at 63c601ff with dual review PASS after two fix rounds. The
plan records the halved allocation result and tightened gate, the
class-wide token-based staleness rework the pooling forced, the
documented residual floor (Core-side ~520 B/op deferred to the C3
activation gate as a possible C2b), and the two review maintenance
notes. Next slice: C3, the spawn-frequency host cutover of routes 1+8.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Cutover slice C2: the dormant placement path's per-operation cost was the
recorded activation blocker for routing frame-frequency traffic through
the canonical SetPosition owner (1,880 B/op measured at 4B2, cap 2,048).
Root-cause removal, not a raised cap: the per-operation envelope is now
pooled (bounded 64, reset-at-rent, InPool double-retire guard, cleared on
session reset/dispose and surfaced as a diagnostic ownership count), the
two engine-callback closures became one cached delegate over an explicit
context stack, and the pending-projection head read no longer boxes the
sorted enumerator. Measured 2,032 -> 944 B/op; the regression gate
tightens to 1,536. The residual floor is documented at the gate: ~520 B
inside Core's PhysicsEngine.SetPosition (outside this slice's scope) and
~208 B of sorted-tree node per pending receipt.
Pooling demanded — and received — the full staleness-discipline rework:
every frame holding an operation across a reentrancy point now captures
its never-reissued token and revalidates via fresh lookup
(IsCurrentByToken / token-shaped CancelCore), because a recycled
instance reinstalled at the same key makes every reference-identity
check a tautology. All ~26 sites audited (15 remain reference-based with
per-site no-reentrancy proofs); CommitCanonical's post-callback reads
are hoisted stack locals mirroring retail's savedTransientState pattern
(handle_all_collisions bits, pseudo-C 283952), its bookkeeping writes
are token-gated, and the settle path stays deliberately identity-
agnostic because retail's SetPositionInternal runs its physical settle
unconditionally even for displaced operations.
Reviewed: retail-conformance PASS + architecture/adversarial PASS after
two fix rounds (the ground-edge recycle window, the pool's cross-reset
retention, the class-wide tautology, a self-found snapshot-reference
iteration hazard). Runtime 927/927; complete Release solution 10,722
passed / 4 intentional skips; budget test green at the tightened gate.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The C1 body-writer research found the atomic controller/body transaction
already built and tested: RuntimeLocalPlayerPhysicsPublicationState plus
the dormant local-activation family implement the sanctioned
off-canonical-prepare + validated-atomic-commit shape end-to-end, with
zero production callers. The committed writer map records the six
canonical body writers, the two host escape hatches (the public
Controller setter both hosts write directly; App's object-clock facade
bypasses), the headless prepared-collision fragility, and both hosts'
construction divergences. C1 therefore collapses into C3's route-1 flip
— the remaining work is production wiring, not mechanism design — and
C2 (the placement allocation budget) becomes the next slice.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
C0 landed at 67f63e85 with dual review PASS; the plan now records its
delivered seam (acknowledge-only ExecutorCompleted receipts through the
one placement stream, retail-exact live-input derivation, the chained
authored-mover preparation, the cancellation-symmetry hardening) and the
three C3 prerequisites its reviews surfaced: the internal-only completion
receipt surface, the per-Execute distance-freshness deferral, and the
SendAutonomyLevelEvent obligation on any future autonomy-level host
exposure. Next slice: C1, the atomic controller/body publication.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Cutover slice C0 (docs/plans/2026-08-02-placement-cutover.md): the seam
work that lets C3 flip hosts onto a complete receipt stream instead of
growing one mid-cutover. The executor's Released exit now publishes an
acknowledge-only ExecutorCompleted receipt through the one placement
projection stream — registered before observer dispatch, correlated to
the full execution receipt, reaped exactly once on acknowledgement/
discard/session-clear, and counted in the convergence ledger. All three
production placement sinks acknowledge-and-ignore the new kind via early
returns proven behavior-preserving for every existing kind; without them
the first such receipt at cutover would permanently wedge the exact-head
FIFO behind sinks that return false. Provably inert today: the publisher
has no production caller.
Execute's live inputs now derive from Runtime's own owners bound at
GameRuntime construction: UsePositionFromServer is retail's exact
autonomy_level != 2 (CommandInterpreter::UsePositionFromServer
0x006B3B40, startup-only knob), and PlayerDistance uses the live movement
controller's position with a null-safe fallback to the caller struct —
never a fabricated origin. TryPrepareAndSubmitAuthoredPlacement chains
the prepared-collision Setup read through PrepareMover to submission with
zero validation-semantics changes. TryCommitParent and CommitWithdrawal
gain the sibling cancellation flow (residence + ordinary placement
family); TryCommitParent deliberately omits LeaveWorld — retail's
set_parent performs its single gated leave_world (0x00515A90) and a
second would have no counterpart.
Not fully dormant: the two cancellation fixes change Runtime paths
production already calls (today as no-op-adjacent hardening, since
nothing upstream begins a residence yet); everything else is reachable
only by tests. Reviewed: retail-conformance PASS + architecture/
adversarial PASS after one fix round (sink wedge, completion-receipt
lifecycle, null-controller distance). Runtime 921/921; complete Release
solution 10,716 passed / 4 intentional skips.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The continuation executor (5db3de3c) completed the dormant residence
mechanism; the cutover is the campaign leg that makes it production truth.
The committed 8-route inventory maps every duplicate placement authority in
both hosts with exact call chains, confirms the placement-receipt observer
seam is fully built but unattached, and surfaces five pre-cutover gaps the
shipped mechanism cannot yet express (executor-to-channel bridge, atomic
controller/body publication, the 1,880 B/op activation budget, Runtime-side
live-input derivation, the portal-authority adapter). The plan decomposes
the cutover into C0-C5 bisectable slices under the campaign's standing
contract/dual-review/gate discipline, ending at the connected routes and
the user visual matrix that retire AP-1/AD-1.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Synchronize the architecture doc, milestones, roadmap, and ISSUES with the
continuation-executor behavior commit (5db3de3c): the residence system is
now a complete dormant mechanism, both independent reviews PASS, and the
next boundary is the all-host production cutover. The admission handoff
gains its superseded banner; the successor handoff records the executor's
ownership, the retail anchors proven during review (the wire-contact gate,
queue-by-parent-GUID relation replay, HasAnims semantics), the seven new
register rows, exact test totals, the rollback command, and the cutover
checklist. #275 filed for the post-cutover legacy-Position unification.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The admission checkpoint (30012361) sealed accepted updates behind a
pending initial placement; nothing could apply them, so AcknowledgeAdoption
refused any non-empty FIFO and the residence system had no path to
completion. RuntimeInitialCreateContinuationExecutor is that missing
mechanism: a synchronous, retry-idempotent Execute transaction that adopts
the acknowledged initial placement exactly once (consuming the retained
completion so later authored placements for the key can begin), emits the
AfterEnterWorld hook request for the local player, replays deferred
missing-parent raw Creates and queued parent relations by parent GUID
(retail ProcessObjectNetBlobs order: whole-bucket detach, FIFO dispatch,
cancellation-aware restore), and drains the mixed continuation FIFO
strictly by sequence with retail route decisions taken at execution time
via ClassifyAcceptedPosition on live inputs (server-asserted wire contact,
data-driven animation proxy, live distance/options).
Apply bodies are shared with the legacy fused paths through new gate-less
instance seams on InboundPhysicsStateController that keep the one snapshot
store in lockstep; SameIncarnationCreate envelopes apply atomically with
per-stage idempotency and buffered publication after the final stage;
every abandonment path retires the residence through the lifetime choke
point and converges the ownership ledger (executor progress, deferred
buckets, replay windows, placement watches all folded into IsConverged).
Position/placement side effects are exactly-once under retry, external
mutations are detected via a field-masked executor baseline, and
AwaitingContinuationPlacement yields keep the FIFO head retryable.
Production routes are deliberately untouched: graphical and headless
Create still use legacy RegisterEntity, and no host calls Execute. The
cutover is the next checkpoint; AP-1/AD-1 remain open until it lands.
Register rows AD-59/AD-60/AP-130/AP-131/AP-132/TS-62/TS-63 document the
slice's deviations in this commit.
Reviewed: retail-conformance PASS + architecture/adversarial PASS after
five implementation rounds (wire-contact source, snapshot lockstep,
WeenieDescription merge, abandonment convergence, reentrant retirement
windows, acknowledged-completion leak, baseline precision, replay
containment/restore, queue-by-parent-GUID relation deferral all fixed at
root cause). Runtime tests 903/903; complete Release solution 10,696
passed / 4 intentional skips; focused executor gate 161/161.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The instruction files still described ImGui.NET + the OpenGL ImGui
extension as the permanent ACDREAM_DEVTOOLS=1 developer stack and gated
the modern rendering path on GL_ARB_bindless_texture /
GL_ARB_shader_draw_parameters. Campaign V (V11) deleted the OpenGL
backend and the ImGui developer-tools frontend with it; AcDream.App
references only Silk.NET.Vulkan, and ACDREAM_DEVTOOLS=1 now only
selects the optional Vulkan validation/debug-utils extensions
(Program.cs logs exactly this). Update the two stale paragraphs in both
synchronized files; shared content remains byte-identical.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>