# C4 route 4b-2 — remote far-snap: pinned contract (2026-08-04) Split rationale: [`2026-08-04-c4-route-4b-scoping-and-split.md`](2026-08-04-c4-route-4b-scoping-and-split.md). 4b-1 (the infrastructure) landed dormant at `2e8e09ac`; the park restore it depends on landed at `634bc551`. **4b-2 flips ONE classifier branch on: `SetPositionSimple` — contact, `PlayerDistance >= 96 m`.** Teleport and cell-less stay legacy; 4b-3 owns them. ## Retail truth — verify each yourself `CPhysicsObj::MoveOrTeleport` @0x00516330, far branch @0x005163C1-@0x005163E8: ``` if (player_distance >= 96f) { if (position_manager != 0) PositionManager::StopInterpolating(position_manager); CPhysicsObj::SetPositionSimple(this_1, arg2, 1); return 1; // @0x005163E8 } ``` Two things that decide this slice: 1. **`StopInterpolating` runs BEFORE `SetPositionSimple`** (@0x005163CB before @0x005163D9). The classifier already carries `StopInterpolating: !nearby`. Preserve the order. 2. **The branch returns 1**, so `SmartBox::HandleReceivedPosition` @0x00454254 takes the nonzero path and arms `ConstrainTo` @0x00454272, anchored to `&arg2->m_position` read live — i.e. POST-move. `SetPositionSimple` @0x005162B0 with `arg3 != 0` builds flags `0x1012` (`Teleport|Slide|SendPositionEvent`) — the classifier's `AuthoritativeTeleportFlags`. **`MoveOrTeleport` discards `SetPositionSimple`'s `SetPositionError` return and returns 1 regardless.** So retail arms the leash even when the placement failed. 4b-2 must arm on refusal and rejection too, not only on commit. "Arm on Committed" is the natural misreading and is the same shape as the already-filed unarmed-leash bug. ## Scope **Flip on:** `SetPositionSimple` for `RuntimePositionEntityKind.Remote`, routed through 4b-1's `RuntimeRemotePlacementDriveController`. **Delete** (far half only, both arms): - The player-remote far branch and its `MaxPhysicsDistance = 96f` / `BodySnapThreshold = 4f` constants. - The NPC-remote copy and its `MaxPhysicsDistanceNpc` / `BodySnapThresholdNpc`. - Both `_playerController?.Position ?? Vector3.Zero` fabrications on those paths. `GameRuntime` states the rule for this field: a null controller "must yield null, never a fabricated Vector3.Zero that would misclassify every remote entity as implausibly far." **Do NOT touch:** `RemoteTeleportController`, `RemoteTeleportPlacement`, `remotePlacementRequired`, the teleport/cell-less branches, AP-135's two airborne writes, the near/interpolate path 4a owns, the airborne no-op, or route 1's executor. ## The trap that will bite you **Deleting the legacy far block removes the only handler for `null` and `Rejected*` classifications.** `ClassifyRemoteAcceptedPosition` returns null whenever `_playerController` is null — **during the login window that is every remote packet.** Today those fall into the legacy block and hard-snap. Delete it without an explicit replacement and remotes will not move at all until the local controller exists. Retail has no analogue because retail always has a player. This needs a stated acdream policy, decided deliberately and recorded — it is the same shape as route 4a's "'not Interpolate' is not 'far'" finding, one level up. ## AP-87 does not apply here AP-87's `bodyToTarget > 4 m` and `!willBeDrTicked` conditions are **near-branch** guards: they decide snap-vs-enqueue within `Interpolate`. The far branch snaps unconditionally, so they are subsumed. **Do not carry them forward into a branch that does not need them** — but do not delete the near-branch copies either; those are 4a's and still load-bearing. ## Contract 1. `SetPositionSimple` for remotes executes through 4b-1's owner; nothing else changes classification. 2. `StopInterpolating` precedes the placement, matching @0x005163CB. 3. `ConstrainTo` is armed once, after the operation, anchored post-move, on commit **and** on refusal/rejection — retail arms on any nonzero return. Do not add a second arming site; retail has exactly one (@0x00454272). 4. `null` and `Rejected*` have an explicit, stated handler. No silent drop. 5. No behaviour change to teleport, cell-less, near/interpolate, or airborne. 6. Both hosts drive the identical Runtime entry point, or the divergence is stated plainly rather than satisfied vacuously. 7. Per-entity currency across GUID reuse, incarnation, generation, teardown. ## Acceptance - Focused Runtime tests for the far branch, the `StopInterpolating` ordering, the arm-on-failure case, and the null/`Rejected*` policy. - **Behavioural** App tests — not source-text pins. Route 2 settled for a pin and that gap is #292; route 4a's first attempt shipped tautologies that passed with production reverted. A test that cannot fail against a broken implementation is worse than no test. - Complete Release suite green. Baseline **10,973 / 4 / 0**. Two known flakes, do not chase and do NOT conflate: **#302** (`PortalProjectionTests…`, GC-allocation assertion, App.Tests) and **#308** (`NakEmissionTests.LossSoak_…`, wall-clock deadline, Core.Net.Tests, full-suite load only). - **Connected gate (user-gated), and it is easy**: stand still in open ground; second character runs past ~100 m, stops, turns, runs back, three or four times. Correct: they stay visible and correctly positioned at range, and resume smooth interpolation on the way back in with no jolt at the crossover. Regressions: a freeze or stutter at the boundary, a Z pop, a vanish, or — the loud one — invisible-but-solid on the way back in. ## Budget **~350-500 non-comment production lines.** For calibration: route 4a was 364 (91% of its ~400), and 4b-1 was 230 plus a 57-line park fix. Exceed 500 and stop and report rather than pushing through.