# ISSUE #53 — Tier 1 entity-classification cache (design) **Created:** 2026-05-10. **Status:** approved design, ready for implementation plan. **Audit foundation:** [docs/research/2026-05-10-tier1-mutation-audit.md](../../research/2026-05-10-tier1-mutation-audit.md). **Originating issue:** [docs/ISSUES.md](../../ISSUES.md) §#53. **Phase context:** Phase Post-A.5 polish, Priority 3 (only remaining priority after #52 + #54 closed). --- ## §1. Problem `WbDrawDispatcher.Draw` runs full per-frame entity classification at radius=12: walk every visible entity → resolve textures (palette + override) → bucket into groups by `(IBO, FirstIndex, BaseVertex, IndexCount, textureHandle, layer, translucency)`. At ~10K visible entities × ~3 batches average = ~30K classification ops/frame, this dominates the dispatcher's CPU at ~3.5 ms median (post-#52/#54 baseline) — 75% over the Phase A.5 spec's 2.0 ms entity dispatcher budget. For ~99.5% of entities (stabs, scenery, cell-mesh, interior fixtures, lifestone), the classification result is *identical* every frame from spawn to despawn. The classification work for those entities is pure waste. A first attempt to cache this state — commit `3639a6f`, reverted at `9b49009` — froze NPC animation by caching `meshRef.PartTransform`, which is mutated every frame for entities in `_animatedEntities`. ([memory entry on the failure mode](../../../../../../.claude/projects/C--Users-erikn-source-repos-acdream/memory/project_phase_a5_state.md)) This spec is the audit-driven retry. --- ## §2. Goals and non-goals ### Goals 1. Drop entity dispatcher CPU median from ~3.5 ms to ≤ 2.0 ms (matches A.5 spec budget) at the horizon-safe preset (radius=4/12). 2. Hold p95 at ≤ 2.5 ms. 3. Hold animation correctness — NPCs animate, the lifestone crystal animates, the player animates, no frozen poses. 4. Hold N.5b conformance sentinel: 94/94 passing (`TerrainSlot|TerrainModernConformance|Wb|MatrixComposition|TextureCacheBindless|SplitFormulaDivergence`) throughout. 5. Hold full test baseline: 1688 passing, 8 pre-existing physics/input failures unchanged. 6. Surface a defensive guard against the prior bug class so the next regression of "static entity gets per-frame mutation snuck in" fails fast instead of silently freezing visuals. ### Non-goals - Tier 2 (static/dynamic split with persistent groups) — separate multi-week phase per [docs/plans/2026-05-10-perf-tiers-2-3-roadmap.md](../../plans/2026-05-10-perf-tiers-2-3-roadmap.md). DO NOT bundle. - Tier 3 (GPU compute culling) — same roadmap; depends on Tier 2 first. - Caching for animated entities. Animated entities use today's per-frame classification path, unchanged. - Persistent-mapped indirect buffer or any other rendering perf work outside the entity classification path. --- ## §3. Design decisions (from brainstorming, 2026-05-10) | # | Decision | Rationale | |---|---|---| | Q1 | **Static-only cache + DEBUG cross-check** (option `c`) | The prior failure mode was "we silently cached mutable state." DEBUG cross-check converts that class of regression from "user notices a frozen NPC" to "Debug.Assert fires in any dev/test run." Zero Release cost. | | Q2 | **Separate `EntityClassificationCache` class** (option `B`) at `src/AcDream.App/Rendering/Wb/EntityClassificationCache.cs`, injected into `WbDrawDispatcher` via ctor | Pure-CPU testable in isolation. The single invariant ("static entity = `entity.Id ∉ _animatedEntities`") lives at the top of one ~200-line file rather than scattered through the 940-line dispatcher. | | Q3 | **Cache the rest pose, not the full model matrix** (option `P`) | Full-matrix would save ~50 µs/frame of mat4 mults at the cost of baking `Position`/`Rotation` into the cache. With rest pose, `Position`/`Rotation` are read live every frame; if a future regression introduces a static-entity Position write, Release builds still produce correct visuals (just with unused cache entries). DEBUG cross-check catches the regression either way. Marginal perf delta dominated by safety. | | Q4 | **Pre-flatten Setup multi-parts at populate time** (option `F`) | The bulk of the visible CPU win lives here. Today the dispatcher walks `renderData.SetupParts` per frame even though that list is per-GfxObj-immutable. Pre-flattening makes the per-frame hot path branchless: walk one flat list per entity regardless of Setup-vs-non-Setup. Populate cost: one extra mat4 mult per subPart, run once per entity per session. | | Q5 | **Thorough test coverage** (option `T`): ~10 tests in a new `EntityClassificationCacheTests.cs`, +2 integration tests in `WbDrawDispatcherBucketingTests.cs` | The prior bug would have been caught by the DEBUG cross-check test. The "ObjDescEvent treated as despawn-respawn" test pins a contract from the audit so it can't quietly change. Setup pre-flattening test verifies the per-batch product math without the GL stack. ~150-200 lines of test code. | --- ## §4. The invariant The cache rests on this single rule, verified in the audit: > **An entity's `MeshRefs` reference, `Position`, `Rotation`, `PaletteOverride`, `HiddenPartsMask`, `ParentCellId`, and `Scale` are stable from spawn to despawn IF AND ONLY IF the entity is NOT in `GameWindow._animatedEntities`.** Six write sites in `src/`, five static (one-shot at hydration), one dynamic (per-frame in `TickAnimations`, only for entities in `_animatedEntities`). All seven `Position`/`Rotation` write sites operate on entities in `_animatedEntities`. `PaletteOverride`, `HiddenPartsMask`, `ParentCellId`, `Scale` are `init`-only on `WorldEntity`. `MeshRef` is a `readonly record struct` — no in-place mutation possible. See [audit §1, §3, §4](../../research/2026-05-10-tier1-mutation-audit.md#1-entitymeshrefs---write-sites-the-core-question). The DEBUG cross-check (§6.5) is the safety net for any future regression that violates this rule. --- ## §5. Architecture ``` ┌─────────────────────────────────┐ │ GameWindow │ │ └─ _animatedEntities (dict) │ ← gating predicate │ └─ _classificationCache (NEW) ─┼──┐ │ └─ _wbDrawDispatcher │ │ └──────────────────┬──────────────┘ │ │ │ ▼ │ ┌─────────────────────────────────┐ │ │ WbDrawDispatcher (MODIFIED) │ │ │ └─ Draw(...) │ │ │ └─ per (entity, partIdx): │ │ │ ├─ animated? → slow path │ │ │ ├─ cache hit? → fast path┼──┤ │ └─ cache miss? → slow │ │ │ path + populate ──────┼──┘ └─────────────────────────────────┘ ▲ │ ctor injection │ ┌─────────────────────────────────┐ │ EntityClassificationCache (NEW)│ │ └─ Dictionary │ │ └─ TryGet(id, out CachedBatch[])│ │ └─ Populate(id, partIdx, ...) │ │ └─ InvalidateEntity(id) │ │ └─ InvalidateLandblock(lbId) │ │ └─ [DEBUG] CrossCheck(...) │ └─────────────────────────────────┘ ▲ │ invalidation calls │ ┌─────────────────────────────────┐ │ GameWindow.RemoveLiveEntity… ──┘ │ GpuWorldState.RemoveEntities… │ (or wired via callback) └─────────────────────────────────┘ ``` ### §5.1 Cache shape ```csharp namespace AcDream.App.Rendering.Wb; /// /// Per-(entity, partIdx, batchIdx) classification result. Stored flat in /// EntityCacheEntry.Batches — one entry per (logical-part, batch), where /// for a Setup MeshRef each subPart contributes its own entries. /// public readonly record struct CachedBatch( GroupKey Key, // bucket identity (matches the dispatcher's private GroupKey) ulong BindlessTextureHandle, // resolved texture (post-palette + override) Matrix4x4 RestPose); // meshRef.PartTransform (or subPart.PartTransform * meshRef.PartTransform for Setup) internal sealed class EntityCacheEntry { public required uint EntityId; public required uint LandblockHint; // for InvalidateLandblock sweep public required CachedBatch[] Batches; // flat across (partIdx, batchIdx); ordered as classification produced them } public sealed class EntityClassificationCache { private readonly Dictionary _entries = new(); public bool TryGet(uint entityId, out EntityCacheEntry entry); public void Populate(uint entityId, uint landblockHint, CachedBatch[] batches); public void InvalidateEntity(uint entityId); public void InvalidateLandblock(uint landblockId); public int Count => _entries.Count; // diag #if DEBUG public void DebugCrossCheck( uint entityId, Matrix4x4 entityWorld, IReadOnlyList liveMeshRefs, // …enough live state to recompute model matrices and assert match ); #endif } ``` `GroupKey` is defined privately inside `WbDrawDispatcher` today (lines 923-930); promote to internal or pass an opaque payload through. Implementation detail; settle in writing-plans. ### §5.2 Dispatcher integration (the per-entity branch) ```csharp // Inside WbDrawDispatcher.Draw, replacing today's per-(entity, partIdx) body // at lines 367-423. foreach (var (entity, partIdx) in _walkScratch) { if (diag) _entitiesSeen++; var entityWorld = Matrix4x4.CreateFromQuaternion(entity.Rotation) * Matrix4x4.CreateTranslation(entity.Position); bool isAnimated = animatedEntityIds?.Contains(entity.Id) == true; if (!isAnimated && _cache.TryGet(entity.Id, out var entry)) { // Fast path: cache hit on a static entity. foreach (var cached in entry.Batches) { if (!_groups.TryGetValue(cached.Key, out var grp)) { grp = new InstanceGroup { /* …materialize from key… */ }; _groups[cached.Key] = grp; } grp.Matrices.Add(cached.RestPose * entityWorld); } #if DEBUG _cache.DebugCrossCheck(entity.Id, entityWorld, entity.MeshRefs, /*…*/); #endif if (diag) _entitiesDrawn++; continue; } // Slow path: animated entity, OR cache miss. // Run today's classification, optionally collecting into a populate buffer // when !isAnimated. var collector = isAnimated ? null : _populateScratch; collector?.Clear(); // …today's TryGetRenderData / SetupParts walk / ClassifyBatches … // ClassifyBatches now also writes (key, texHandle, restPose) into // `collector` when collector is non-null. if (collector is not null && collector.Count > 0) { _cache.Populate(entity.Id, /*landblockHint*/ ResolveLandblockHint(entity), collector.ToArray()); } } ``` `ClassifyBatches` is extended to optionally append into a caller-supplied `List`. When the collector is null (animated path), behavior is unchanged from today. When non-null (cache-miss path on static entities), each emitted batch also produces a `CachedBatch` record. ### §5.3 Invalidation wiring Two invalidation events: 1. **Per-entity despawn** at [GameWindow.cs:2933-2935](../../../src/AcDream.App/Rendering/GameWindow.cs#L2933) — add `_classificationCache.InvalidateEntity(existingEntity.Id);` next to `_animatedEntities.Remove(...)`. 2. **Landblock demote / unload** — `GpuWorldState.RemoveEntitiesFromLandblock` is the choke point. Wire one of: - **(W1)** Add an `Action?` callback parameter; `GameWindow` wires it to `_classificationCache.InvalidateEntity`. Cleaner separation. - **(W2)** Pass the cache directly into `GpuWorldState`. Less ceremony. - **(W3)** Call `_classificationCache.InvalidateLandblock(landblockId)` from `StreamingController.Tick` before invoking `RemoveEntitiesFromLandblock`. Requires the cache to maintain `LandblockHint` correctly per entry. Implementation plan picks one. My lean: **(W3)** — the cache already needs `LandblockHint` for the sweep, and `StreamingController` is the natural lifecycle owner. ### §5.4 Failure modes and recovery | Failure mode | Detection | Recovery | |---|---|---| | Future regression adds `MeshRefs` write site for static entity | DEBUG cross-check `Debug.Assert` fires in dev runs | Audit + fix source. Cross-check stays as guard. | | Future regression adds `Position`/`Rotation` write site for static entity | DEBUG cross-check (compares `RestPose * liveEntityWorld` against live `meshRef.PartTransform * liveEntityWorld`) | Same. | | Despawn fires but invalidation not wired | Despawn test asserts `cache.TryGet(id, …) == false` post-call | TDD test catches in CI. | | Landblock unload misses cache invalidation | `RemoveEntitiesFromLandblock` test asserts every entry with matching `LandblockHint` is gone | TDD test catches in CI. | | Animated→static membership flip leaves stale entry | No-op (membership predicate skips cache for animated entries; if entity later flips static, cache miss → populate fresh) | None needed. | | Static→animated membership flip leaves stale entry | No-op (predicate now skips cache; entry sits unused until despawn) | None needed. | | Cache memory growth | At radius=12: ~10K static entities × ~3-10 batches × ~64 bytes = ~2-6 MB total | None needed. | | Cache hit on a `_meshAdapter.TryGetRenderData` mesh that subsequently becomes unavailable (theoretical — adapter is session-stable) | N/A — adapter doesn't evict during play | N/A | --- ## §6. Components and their contracts ### §6.1 `EntityClassificationCache` (NEW) **File:** `src/AcDream.App/Rendering/Wb/EntityClassificationCache.cs` **Public surface:** ```csharp public sealed class EntityClassificationCache { public bool TryGet(uint entityId, out EntityCacheEntry entry); public void Populate(uint entityId, uint landblockHint, CachedBatch[] batches); public void InvalidateEntity(uint entityId); public void InvalidateLandblock(uint landblockId); public int Count { get; } // for diag } ``` **Invariants:** - `Populate` overwrites any existing entry for `entityId` (defensive: handles a populate that races with a partial despawn). - `InvalidateEntity` is idempotent (no-throw on missing id). - `InvalidateLandblock` walks all entries; entries whose `LandblockHint == landblockId` are removed. - `TryGet` is read-only; never mutates. **Threading:** dispatcher runs on the render thread. All cache operations are render-thread only. No locking needed. ### §6.2 `WbDrawDispatcher` (MODIFIED) **File:** `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs` **Constructor change:** add `EntityClassificationCache classificationCache` parameter; assign to a private `readonly` field. **`Draw` change:** the per-entity body at lines ~367-423 is restructured per §5.2. The `WalkEntitiesInto` walk and the GL state setup phases (sort, upload, two `glMultiDrawElementsIndirect` calls) are unchanged. **`ClassifyBatches` change:** add optional `List? collector` parameter. When non-null, every classified `(key, texHandle, restPose)` triple is also appended to the collector. Today's behavior preserved for animated entities (collector is null). **`ResolveLandblockHint(entity)`:** small helper that returns the landblock id the cache should associate with the entity, for `InvalidateLandblock` sweeps. For dat-loaded entities, this is the landblock the entity was hydrated into. For live-spawned entities, it's the entity's current `Position`-implied landblock at spawn time (or `0` if landblock-invalidation isn't expected to fire — live entities are invalidated by `InvalidateEntity` on despawn). ### §6.3 `GameWindow` (MODIFIED) **File:** `src/AcDream.App/Rendering/GameWindow.cs` **Construction:** instantiate `EntityClassificationCache`, pass to dispatcher ctor. **Despawn hook:** at line 2935 (inside `RemoveLiveEntityByServerGuid`), add `_classificationCache.InvalidateEntity(existingEntity.Id);` adjacent to `_animatedEntities.Remove(...)`. ### §6.4 `GpuWorldState` and/or `StreamingController` (MODIFIED, exact split per W1/W2/W3) Implementation plan picks one of W1/W2/W3 from §5.3. The wiring lands invalidation calls at the LB demote / unload boundary. ### §6.5 DEBUG cross-check ```csharp #if DEBUG public void DebugCrossCheck( uint entityId, Matrix4x4 entityWorld, IReadOnlyList liveMeshRefs, Func tryGetRenderData, AcSurfaceMetadataTable metaTable, Func resolveTexture, WorldEntity entity, ulong palHash) { if (!_entries.TryGetValue(entityId, out var entry)) return; // Re-classify from live state and compare against cached batches one-by-one. int idx = 0; foreach (var meshRef in liveMeshRefs) { var renderData = tryGetRenderData(meshRef.GfxObjId); if (renderData is null) continue; var setupParts = renderData.IsSetup ? renderData.SetupParts : OnePart(meshRef); foreach (var (subGfxId, subTransform) in setupParts) { var subData = tryGetRenderData(subGfxId); if (subData is null) continue; var liveRestPose = renderData.IsSetup ? subTransform * meshRef.PartTransform : meshRef.PartTransform; for (int b = 0; b < subData.Batches.Count; b++) { var batch = subData.Batches[b]; var liveTex = resolveTexture(entity, meshRef, batch, palHash); Debug.Assert(idx < entry.Batches.Length, $"cache size mismatch for entity {entityId}"); var cached = entry.Batches[idx]; Debug.Assert(MatrixApproxEqual(cached.RestPose, liveRestPose, 1e-5f), $"RestPose drift for entity {entityId} batch {idx}"); Debug.Assert(cached.BindlessTextureHandle == liveTex, $"texture drift for entity {entityId} batch {idx}"); idx++; } } } Debug.Assert(idx == entry.Batches.Length, $"cache batch count mismatch for entity {entityId}"); } #endif ``` The cross-check duplicates the slow-path classification against live state and compares to cached. If any drift is detected, the assert fires in dev runs with an actionable message. Zero cost in Release. --- ## §7. Test plan ### §7.1 New tests — `EntityClassificationCacheTests.cs` **File:** `tests/AcDream.Core.Tests/Rendering/Wb/EntityClassificationCacheTests.cs` | # | Test | What it verifies | |---|---|---| | 1 | `TryGet_EmptyCache_ReturnsFalse` | Baseline. | | 2 | `Populate_ThenTryGet_ReturnsBatchesInOrder` | Round-trip. | | 3 | `Populate_OverridesExistingEntry` | Defensive overwrite. | | 4 | `InvalidateEntity_RemovesEntry` | Entity despawn invalidation. | | 5 | `InvalidateEntity_OnMissingId_NoThrow` | Idempotent. | | 6 | `InvalidateLandblock_RemovesAllMatchingEntries` | LB demote invalidation, single LB. | | 7 | `InvalidateLandblock_LeavesNonMatchingEntries` | LB sweep is precise. | | 8 | `InvalidateLandblock_OnMissingLb_NoThrow` | Idempotent. | | 9 | `Count_TracksLiveEntries` | Diag accuracy. | | 10 | `Populate_WithEmptyBatches_StoresEmptyEntry` | Edge case (entity with zero classifiable batches). | ### §7.2 Extended tests — `WbDrawDispatcherBucketingTests.cs` | # | Test | What it verifies | |---|---|---| | 11 | `Draw_StaticEntity_RoutesThroughCache` | Spawn one static entity; first frame populates the cache; second frame's draw call doesn't invoke `ClassifyBatches` (verify via spy / counter on a mock `WbMeshAdapter`). | | 12 | `Draw_AnimatedEntity_BypassesCache` | Spawn one entity in `animatedEntityIds`; verify cache is never populated for it; `ClassifyBatches` runs every frame. | ### §7.3 (DEBUG-only) Cross-check test | # | Test | What it verifies | |---|---|---| | 13 | `DebugCrossCheck_DetectsMutatedRestPose` | Populate with synthetic data, mutate the live `MeshRef` list, invoke `DebugCrossCheck`, assert fires. Wrapped in `#if DEBUG`. | ### §7.4 Setup pre-flatten lock-in | # | Test | What it verifies | |---|---|---| | 14 | `Populate_SetupMultiPart_StoresFlatBatchPerSubPart` | Synthetic Setup with N subParts × M batches each → cache stores N × M entries with the expected `RestPose` products. | ### §7.5 Lifecycle integration | # | Test | What it verifies | |---|---|---| | 15 | `DespawnRespawn_UnderReusedId_RepopulatesFresh` | Populate, invalidate, populate again under same id with different batches → final state matches second populate. (Pins the audit's ObjDescEvent contract — ObjDescEvent is despawn+respawn, not in-place mutation. Audit §1 cites this.) | Total new tests: 15. Some can collapse if overlap is identified during implementation; baseline is "≥ 10 in `EntityClassificationCacheTests` + ≥ 2 in dispatcher integration + ≥ 1 DEBUG cross-check". ### §7.6 Sentinel and baseline (existing tests, must stay green) - N.5b conformance sentinel: filter `TerrainSlot|TerrainModernConformance|Wb|MatrixComposition|TextureCacheBindless|SplitFormulaDivergence` → 94 passing. - Full suite: 1688 passing, 8 pre-existing failures unchanged. --- ## §8. Sequencing for implementation (The implementation plan from `superpowers:writing-plans` will refine this into per-task increments. Sketch:) 1. **Skeleton + tests 1-10.** Add `CachedBatch`, `EntityCacheEntry`, `EntityClassificationCache`. Tests 1-10 in the new file. Cache exists but isn't wired to anything yet. 2. **Setup pre-flatten test (test 14) + populate path.** Synthetic `CachedBatch[]` populate; verify `Count` and `TryGet` round-trip on multi-part data shapes. 3. **Wire dispatcher: cache miss + populate.** Modify `WbDrawDispatcher.Draw` and `ClassifyBatches`. First-frame static entity populates; subsequent frames still go through slow path (cache hit branch not yet in). Build green. 4. **Wire dispatcher: cache hit + DEBUG cross-check.** Cache-hit fast path. Tests 11, 12, 13 added. 5. **Wire invalidation hooks.** `InvalidateEntity` from `RemoveLiveEntityByServerGuid`; `InvalidateLandblock` per chosen W1/W2/W3 from §5.3. Test 15. 6. **Visual gate.** Launch + walk Holtburg → North Yanshi at horizon-safe preset. Verify NPC animates, lifestone renders, buildings at correct positions. 7. **Perf gate.** `ACDREAM_WB_DIAG=1`; capture entity dispatcher cpu_us median + p95 over a ≥ 30s standstill at center of Holtburg. Confirm median ≤ 2.0 ms, p95 ≤ 2.5 ms. 8. **Ship.** Commit chain. Close #53 in `docs/ISSUES.md` Recently closed. Update `CLAUDE.md` "Currently in flight" (closes the post-A.5 polish phase). Update memory if any new gotchas surfaced. --- ## §9. Acceptance criteria (whole spec) - [ ] `EntityClassificationCache.cs` exists with the public surface in §6.1. - [ ] `WbDrawDispatcher` accepts the cache via ctor and routes static entities through the cache; animated entities bypass. - [ ] `RemoveLiveEntityByServerGuid` invokes `InvalidateEntity`. - [ ] LB demote / unload path invokes `InvalidateLandblock` (or per-entity invalidation, per chosen W1/W2/W3). - [ ] All 15 new tests pass; no existing test regresses; 8 pre-existing failures unchanged. - [ ] N.5b sentinel: 94/94 passing on every commit. - [ ] Build green throughout. - [ ] Visual gate: animation works on a moving NPC, the lifestone renders, buildings are at correct positions, no new artifacts. - [ ] Perf gate at horizon-safe preset: entity dispatcher cpu_us median ≤ 2.0 ms; p95 ≤ 2.5 ms. - [ ] ISSUE #53 moved to "Recently closed" with the closing commit SHA. - [ ] `CLAUDE.md` "Currently in flight" updated to reflect post-A.5 polish phase complete. - [ ] Memory updated (`project_phase_a5_state.md` or new entry) if any new gotchas surface during implementation. --- ## §10. What this design explicitly does NOT do - Touch the animated path. Animated entities use today's `ClassifyBatches` flow unchanged. - Touch the GPU upload pipeline (`_instanceSsbo`, `_batchSsbo`, `_indirectBuffer`). Same upload shape; just less CPU work to produce the inputs. - Touch terrain. `TerrainModernRenderer` already runs at ~21 µs median; not in scope. - Touch sky / particles / EnvCell rendering. All unchanged. - Add new shader variants. The `mesh_modern.vert` / `mesh_modern.frag` pair is unchanged. - Add new bindless texture handles. `TextureCache` is read-only from this work; it returns the same handle for the same surface id whether we ask once at populate or every frame. --- ## §11. Open implementation choices for writing-plans These survive into the implementation plan because they're tactical (mechanical), not strategic: - **W1 vs W2 vs W3 for the LB invalidation wiring** (§5.3). Pick one; stick with it. - **`GroupKey` visibility.** Today `private` inside the dispatcher. Either promote to `internal` (within `AcDream.App`) or pass an opaque payload through the cache. Either works. Lean: promote to `internal`. - **`ResolveLandblockHint` placement.** On the dispatcher (uses dispatcher state for live-spawn entities) or on the cache (passed in by caller)? Lean: dispatcher computes it, passes to `Populate`. - **`_populateScratch` reuse.** Per-frame field on the dispatcher (matches `_walkScratch` pattern) or per-call allocation? Lean: field, matching `_walkScratch`. - **Test fixtures.** Synthetic `WorldEntity` / `MeshRef` instances may need helper builders. Lean: add a small `EntityClassificationCacheTestFixtures.cs` if the helpers grow past ~30 lines. --- **End of spec.** Implementation plan owned by `superpowers:writing-plans`. Audit foundation lives at [docs/research/2026-05-10-tier1-mutation-audit.md](../../research/2026-05-10-tier1-mutation-audit.md).