acdream/docs
Erik 1d2d4bb8bd docs: #317 velocity-chain audit — verdict NO RETAIL BASIS (report-only)
Report-only per CLAUDE.md's investigation rule; no fix applied and none
approved. The call at LiveEntityNetworkUpdateController.cs:2459 is
untouched.

Verdict: velocity is a SEPARATE WIRE CHANNEL in retail, and acdream's
accepted-Position path crosses it.

SmartBox::DoVectorUpdate 0x004521C0 is retail's sole velocity installer
for a remote (set_velocity 0x0045221E + set_omega 0x0045222C), gated on
update_times[3] = VECTOR_TS — not Position's update_times[0]. An
exhaustive grep of its call sites returns exactly two, and neither is the
Position path: SmartBox::HandleVectorUpdate 0x00453480 (call 0x004534E6)
and SmartBox::HandleCreateObject 0x00454C80 (call 0x00454EE9).
HandleReceivedPosition's only set_velocity is 0x004541B4, which ZEROES the
local player on the teleport arm.

Retail is not merely silent here, it is deliberate: PositionPack::UnPack
0x00516740 does decode a velocity off the Position wire (field written
0x005167E9) — retail receives the value and drops it on this path.

acdream instead commits acceptedSpawn.Physics?.Velocity on every accepted
Position, and the retail-correct mechanism ALREADY EXISTS one method away
(TryCommitAuthoritativeVector, whose doc comment describes DoVectorUpdate's
exact paired shape). The Position-path call is therefore both non-retail
and redundant with a correct sibling. Sharpening the divergence: the call
passes `?? Vector3.Zero`, so a Position without HasVelocity actively zeroes
the body — something retail never does on this path.

Recommended (NOT approved): either remove the call, or keep it and file a
register row as a deliberate adaptation in AP-135's class. Three unresolved
inputs decide which, listed in the report's section 5 — chiefly what
consumes body.Velocity for a remote (AP-80's velocity-derived animation
cycle is the specific unknown), and whether ACE sets HasVelocity at all. The
retail half of the audit is settled; those three are cheap follow-ups that
do not need the binary again.

Successor note: this function family carries Binary Ninja's dropped-flag
artifact (`-((eax_4 - eax_4))` at 0x004521F5 and 0x00452186), the same one
the C5b review hit in Gate A. Do not read a comparison here from pseudo-C.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-06 06:29:13 +02:00
..
architecture fix(streaming): derive the portal reveal window from the live streaming radii (#280) 2026-08-05 23:54:59 +02:00
audit docs: update audit — Sprint 1 items verified (sequence counters + scenery LCG) 2026-04-13 13:51:39 +02:00
plans fix(streaming): derive the portal reveal window from the live streaming radii (#280) 2026-08-05 23:54:59 +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 docs: #317 velocity-chain audit — verdict NO RETAIL BASIS (report-only) 2026-08-06 06:29:13 +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 fix(streaming): derive the portal reveal window from the live streaming radii (#280) 2026-08-05 23:54:59 +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.