acdream/docs
Erik 0991182198 research: scope C5 — the deletion is smaller than the plan implies, and half the rows are blocked on a behaviour change
Verified by symbol at HEAD 52175aa1, behind two exhaustive caller censuses
(legacy placement writers; the probe family).

DELETION INVENTORY: 6 deletable symbol groups (~540 production lines), 2 more
deletable only via #275, and 5 that the plan or handoff names as deletable but
are NOT. Deletable now, all with zero production callers: PhysicsEngine.Resolve
(~360 lines — this IS AD-1's legacy demote/lift body) plus its private
HasCellSurface; PhysicsEngine.ResolvePlacement; PlayerMovementController
.SetPosition (both overloads); CommitPreparedPosition; the BeginAcceptedPlacement
/BeginAuthoredPlacement test wrappers. Hazard recorded: production
IsSpawnCellReady sits physically inside the Resolve block.

THE PLAN'S FRAMING IS WRONG FOR HALF THE ROWS. AP-1 and AD-1 are provably
retirable in the deletion commit — both rows' "production still routes through
the legacy resolver" sentences are already false at HEAD. But AP-131 and
AD-60's legacy half are blocked on #275, which is a BEHAVIOUR CHANGE
(classify-then-merge on every steady-state Position, retail Gate A, wire-cell
withhold across a 45+ site residency-predicate blast radius) — not a deletion.
"C5 deletes the paths and the rows retire" holds for two rows and not the
other two.

SEVEN TEST-ONLY-CALLER CASES, each with a disposition, because this is where a
deletion slice silently removes coverage: Resolve's unit tests (behaviour gone
— delete); Issue133DungeonTeleportPrefixTests (behaviour MOVED — re-point, it
is a named-bug regression pin); InitialPlacementOverlapTests and
TransitionScratchDifferentialTests (verify-then-delete / re-point the
differential arm); ~19 files using PlayerMovementController.SetPosition as
fixture setup (mechanical re-point); CommitPreparedPosition's tests (re-point
at the leash-arm replacement); the Begin* wrappers' ~40 sites (keep as a seam).
Also flagged: the #316-preserving test pins a defect verbatim and inverts by
design once measured.

THE CELL-LESS TRIGGER, ESTABLISHED BY READING rather than deferred to a live
session: pickup-then-drop. TryApplyPickup leaves an ACTIVE cell-0 record, and
ACE's drop sends that guid a bare UpdatePosition (Player_Inventory.cs:1443)
with no client-side delete. What remains unknown is only whether a CreateObject
from NotifyPlayers (Landblock.cs:900) precedes it on the ordered stream, which
depends on when ACE populates the fresh item's known-players set — a two-minute
probe run settles it, with route 5's "the gate cannot exist, record that" as
the honest fallback.

SEQUENCING: run the owed gates FIRST as one cheap user session on the current
binary (route-7 thickening, the cell-less falsification, #316's measurement),
then C5a (deletions + #318 + route-2's B2 parity test + retire AP-1/AD-1), then
C5b (#275 + AP-131/AD-60, own contract and dual review), then C5c (closeout
gates after #280 per the plan's own ordering, the ~1,340-line probe strip, the
ledger). The probe strip goes LAST because the owed gates depend on the probes,
with a REMOTE_LANDING carve-out if #316 stays unmeasured.

Seven false or stale plan claims found and listed, including AP-1/AD-1's own
row texts, ILocalPlayerTeleportPlacement being called deletable when it is a
live post-commit suffix, and the 4b "to delete" list being overtaken — the
pre-op ConstrainTo and duplicate constants are already gone and the remainder
is now canonical post-collapse.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 09:26:11 +02:00
..
architecture fix(physics): C4 route 3 — portal placement authority (local player) 2026-08-05 03:57:37 +02:00
audit docs: update audit — Sprint 1 items verified (sequence counters + scenery LCG) 2026-04-13 13:51:39 +02:00
plans docs: close out C4 — all routes landed, with the four owed gates and the process findings 2026-08-05 04:13:08 +02:00
reference docs(reference): preserve local ACE command catalog 2026-07-27 00:03:58 +02:00
reports docs: the overnight consolidation report, open questions first 2026-07-29 03:54:43 +02:00
research research: scope C5 — the deletion is smaller than the plan implies, and half the rows are blocked on a behaviour change 2026-08-05 09:26:11 +02:00
superpowers fix(world): remove non-retail portal exit fade 2026-07-15 23:20:52 +02:00
bugs.md docs: reconcile project status and navigation 2026-07-20 13:00:41 +02:00
ISSUES.md docs: close out C4 — all routes landed, with the four owed gates and the process findings 2026-08-05 04:13:08 +02:00
README.md docs: reconcile project state and refresh README 2026-07-27 12:53:31 +02:00

acdream documentation map

This page is the entry point for project documentation. It distinguishes current sources of truth from implementation history so an old plan or issue banner cannot silently override the current program state.

Current snapshot — 2026-07-27

  • Milestone state: M3, “Cast a spell,” landed 2026-07-21. M4, “Live in the world,” is active.
  • M4 gameplay program: resume the pre-M4 world-interaction completion program. Favorite-spell overflow, status Use/Assess, and the complete assessment surface are user-accepted. Equipped-child picking and vendor browse/transactions remain Slices 46.
  • Structural/runtime state: all eight GameWindow decomposition slices, Modern Runtime Slices AJ, and the connected visual/lifecycle gates are complete. GameWindow is a 1,622-line composition/callback shell. AcDream.Runtime.GameRuntime owns canonical session, entity/object, gameplay, movement, physics, projectile, environment, and portal state; graphical and no-window hosts borrow the same owner graph.
  • Headless state: Slice K is complete. AcDream.Headless is a presentation-free Windows/Linux host with deterministic commands/events, shared immutable content, multi-session isolation, reconnect, resource telemetry, and 1/5/10/30-session gates. The final two-account native-Linux soak completed ten minutes, logged out through ACE, and converged every ownership ledger.
  • Linux graphical state: Slice L0 and the L1 implementation checkpoint are complete at 66f114b2 and 11501d52. Native Windows passes the active modern-GL/audio/window smoke. WSLg X11/Wayland correctly reject their missing GL_ARB_bindless_texture. Physical-Linux validation and L2L6 are explicitly deferred; resume at the supported AMD/NVIDIA L1 gate.
  • Completed gameplay gates: R6 locomotion/collision/projectile/teleport/ radar, two-client portal-out/materialization, indoor prepared collision, loot ordering, local/remote ground drops, and selection-marker lifetime.
  • Separate visual verification: issue #225, the shared-alpha lifestone/particle result; its connected resource-lifetime and performance routes pass.
  • Carried behaviour debt: issue #153 (far teleport onto an unstreamed edge), #116 (narrowed slide response), #235 (capped/RDP jump cadence), and the active temporary-stopgap rows in the divergence register.
  • Divergence audit: 189 active rows — IA 18, AD 38, AP 91, TS 38, and UN 4 — plus retained struck/retired historical rows such as TS-37.
  • Latest automated baseline: the Release build succeeds with the 17 test-project warnings tracked by issue #228; 8,826 tests pass and five are intentionally skipped. App passes 3,763 / 3 skips. The L1 Windows supported smoke and WSLg X11/Wayland negative-capability reports all end with zero window/GL/input/audio ownership.

Sources of truth

Read these in this order when deciding what to do next:

  1. plans/2026-05-12-milestones.md — the active playable outcome, freeze boundaries, and visual gates.
  2. plans/2026-04-11-roadmap.md — strategic phase ledger: shipped, active, deferred, and future work.
  3. ISSUES.md — tactical defects and small follow-ups. The status inside an issue is authoritative; physical order is not.
  4. architecture/retail-divergence-register.md — every known place runtime behavior can differ from retail.
  5. architecture/acdream-architecture.md and architecture/code-structure.md — ownership, dependency, update-thread, and extraction rules.
  6. architecture/worldbuilder-inventory.md — rendering/DAT code already owned in-tree versus mechanisms still ours to port.

If these disagree, milestones control the current outcome, the roadmap controls work ordering, the issue status controls the individual defect, and the architecture documents control implementation shape. Reconcile the stale document in the same change; do not leave both claims standing.

Research and implementation records

  • research/named-retail/ is the primary retail oracle: named pseudo-C, headers, symbols, and types from the Sept 2013 build.
  • research/decompiled/ is the older Ghidra fallback.
  • research/ contains focused pseudocode, traces, fixtures, and gate reports. A dated research note records evidence; it does not become a new roadmap.
  • superpowers/specs/ and superpowers/plans/ are per-slice design and execution records. Completed plans remain historical.
  • audit/ contains completion and conformance audits.
  • reference/ace-commands.md preserves the local ACE server's complete in-game command catalog and points to the authoritative per-command help surface.

Durable memory

  • ../claude-memory/MEMORY.md indexes the live subsystem memories and the render/physics digests. Read a domain digest before changing that subsystem, especially its DO-NOT-RETRY table.
  • ../memory/ contains stable engineering references such as the modern rendering pipeline, two-tier streaming, and toolchain notes.

Memory accelerates recall; it does not outrank the canonical documents above. When current truth changes, update the relevant canonical document and distill only the durable lesson into memory.

Historical and deprecated documents

  • bugs.md is the April 2026 bug snapshot. It is preserved for archaeology and is not an active ledger.
  • Dated plans and specs describe the decision at that time. Their completion wording is historical unless the current milestone/roadmap explicitly links the item as active.
  • Old R1→R8 architecture sequencing is superseded. Current execution comes from the milestones and strategic roadmap.

Documentation maintenance rules

  • Update milestone, roadmap, issue, divergence, architecture, and memory claims in the same commit when a shipped change affects them.
  • Keep one issue ID per defect. Narrow an issue in place; do not reuse another issue's number as a shorthand.
  • Mark automated, connected, and visual gates separately. An automated pass is not a visual acceptance, and an RDP throughput sample is not a local-display visual comparison.
  • Preserve research history, but remove stale “current/next” claims from living documents once the state advances.