acdream/docs/research/2026-08-07-330-contract.md
Erik 04b794ad7c docs: overnight contracts — #330 headless collision, AP-159 S1B box-admit; morning-gate skeleton
Campaign S night shift. #330's contract pins the scoping facts so the
implementer inherits measurements instead of re-deriving them: the
builder is already presentation-free logic (the only App coupling is one
identity-guard parameter), headless has full content (_content.Dats +
prepared PhysicsDataCache), shadow-sync already runs in Runtime once a
shadow exists, and the no-window inbound route is host-disjoint per
AD-64 so registration wired there cannot double-register on the
graphical host. The local-player ProvenShapeless pin is explicitly OUT —
fixing it blind risks the K-series gates.

AP-159's S1B contract maps the pseudo-C line ranges for the part-array
find_transit_cells overload, the box-vs-cell BSP traversal, and flags
the adjacent overload's Binary Ninja signature artifact for the
mandatory pseudocode step to resolve. House rule carried: a new
traversal in two representations ships with an exact differential
referee, and the direction assertion (membership strictly shrinks) is a
test, not an assumption.

Also settled at scoping, evidence in the S1A brief: AP-157's CylHeight
half is a NON-divergence — CObjCell::find_cell_list's cylsphere overload
@0x0052b9f0 copies localtoglobal(low_pt) + radius per cylsphere, capped
at 10, and never reads height; acdream's base-point cylinder flood is
exactly retail's behaviour. Register correction follows with S1A's
measurement numbers.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 00:54:13 +02:00

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# #330 contract — headless live-entity collision registration
**Date:** 2026-08-07 (overnight session). **Scoped by:** the session lead.
**Implementer:** one Sonnet agent against THIS contract. **Review:** dual Opus
(retail-conformance + architecture) after implementation.
## The defect
`ShadowShapeBuilder.FromSetup` — the only producer of live-entity collision
shapes — has exactly one production caller, `AcDream.App`'s
`LiveEntityCollisionBuilder`, wired through the graphical materializer.
`AcDream.Headless` references only Runtime/Content/Core, so **no headless code
path ever builds or registers a collision shape for a server-spawned entity**.
A bot has static landblock collision but walks through every NPC, player, and
spawned object. Filed at the AP-22 blast-radius survey
(`docs/research/2026-08-06-ap22-contract.md` §5).
## Facts established at scoping (do not re-derive)
1. `LiveEntityCollisionBuilder` + `LiveEntityDefaultPoseResolver` are already
presentation-free logic: their imports are Core, Core.Net
(`WorldSession.EntitySpawn`), Core.World (`WorldEntity`), DatReaderWriter.
The ONLY App coupling is the `LiveEntityRecord exactRecord` identity-guard
parameter on `Build(...)` and the `AcDream.App.World` using it drags in.
2. The headless host HAS all required content:
`HeadlessSessionWorldProjection` holds `_content.Dats` (full
`DatCollection``Setup` and MotionTable DBObjs resolvable) and
`_content.PreparedCollision` → per-landblock `PhysicsDataCache` with flat
GfxObj physics (`GetFlatGfxObj`).
3. Once a shadow IS registered, movement follows automatically:
`RuntimeRemotePhysicsUpdater` (Runtime, both hosts) already calls
`ShouldSynchronizeShadow` at line ~844 on its tick. Registration is the
whole gap.
4. The no-window inbound entity route is
`RuntimeLiveEntitySessionController` (`src/AcDream.Runtime/Session/`),
constructed by `HeadlessSessionHost` (~line 682). Per AD-64 the graphical
host runs a PARALLEL App-side route (`LiveEntitySessionController`
`DatLiveEntityProjectionMaterializer`, which calls
`_collisionBuilder.Build(...)` at ~line 832 and
`LiveEntityCollisionBuilder.Register` at ~line 840). Wiring registration
into the Runtime controller therefore CANNOT double-register on the
graphical host. Unification of the two routes is #324, NOT this task.
5. The graphical local-player disposition
(`SessionPlayerComposition` ~line 573) chooses
`RegisteredAuthoredPayload` vs `ProvenShapeless` by
`PhysicsEngine.ShadowObjects.HasLogicalOwner(key.LocalEntityId)`. The
headless pin (`HeadlessSessionHost` ~line 637) hardcodes
`ProvenShapeless`.
## Scope — IN
**A. Hoist, no behaviour change.** Move
`src/AcDream.App/Physics/LiveEntityDefaultPoseResolver.cs` and
`src/AcDream.App/Physics/LiveEntityCollisionBuilder.cs` (with
`LiveEntityCollisionRegistration`) to `src/AcDream.Runtime/Physics/`,
namespace `AcDream.Runtime.Physics`. Change `Build(...)`'s
`LiveEntityRecord exactRecord` parameter to presentation-free primitives:
`uint expectedServerGuid, ulong expectedGeneration, WorldEntity
expectedEntity` — the guard's three comparisons keep IDENTICAL semantics
(guid match, generation match, reference-equality on the entity). Adjust
visibility so App and Headless both reach it (match how neighbouring Runtime
types are exposed to App; prefer `public` over new InternalsVisibleTo
entries). Update every App call site; `git grep LiveEntityCollisionBuilder`
first and check each hit — several are comments.
**B. No-window registration route.** Give
`RuntimeLiveEntitySessionController` an OPTIONAL collision registrar seam
(null = today's behaviour, which the graphical host keeps). Constructed by
`HeadlessSessionHost` from `_content.Dats` + the prepared collision source +
`Runtime.EntityObjects.Physics`:
- On the controller's accepted-spawn/materialization commit (find the exact
seam by reading the controller — the same acceptance the graphical
materializer keys on), resolve the entity's `Setup` DBObj and default pose,
call the hoisted `Build(...)` with the setup's OWN part ids as
`effectivePartGfxObjIds` (headless has no appearance system — note this in
a code comment as a deliberate headless/graphical difference: an
appearance-swapped BSP part collides as the default part on headless), and
`Register` into the engine's `ShadowObjects`.
- On despawn/teardown, remove the registration the same way the graphical
path does; the K-series ownership-ledger convergence tests must stay green.
- On scale/appearance updates: headless has no appearance route; scale
arrives via the spawn — if the controller processes a scale-changing
update, re-register (check whether such a path exists; if none does, write
that down in the code comment rather than inventing one).
**C. Tests (DAT-free, deterministic — model:
`Issue333BroadphaseReachFilterTests`).** In `tests/AcDream.Runtime.Tests/`
(or Headless.Tests if the fixture fits better — pick ONE):
1. Drive the no-window route with a synthetic accepted spawn whose Setup
resolves to a sphere shape via `PhysicsDataCache.RegisterGfxObjForTest`(or
the Setup-level equivalent the existing tests use). Assert the entity
appears in `ShadowObjects.GetObjectsInCell` for its cell, then
`ResolveWithTransition` a 0.48 m mover into it and assert the move is
blocked/adjusted — the end-to-end "bot cannot walk through an NPC" fact.
2. Teardown row: despawn removes the shadow registration.
3. SABOTAGE-VERIFY in-session: disable the registrar wiring (pass null) and
confirm test 1 reds; restore; record the sabotage result in your report.
## Scope — OUT (do not touch)
- The local-player `ProvenShapeless` pin (fact 5). Registering the local
player's own shadow is a separate seam (`LocalPlayerShadowSynchronizer`)
with its own lifecycle; fixing it blind tonight risks the K-series gates.
It stays pinned; the session lead files the residual.
- #324 (route unification), any graphical-host behaviour, any
divergence-register or ISSUES edit (the session lead does those).
- `ShadowObjectRegistry` / `ShadowShapeBuilder` internals.
## Acceptance
- `dotnet build AcDream.slnx -c Release` green.
- Full suite `dotnet test AcDream.slnx -c Release -m:1` green — report the
exact totals.
- The new tests pass, and the sabotage check was performed and reddened.
- NOTHING committed — leave the working tree for review.
## Process rules
Work ONLY in `C:\Users\erikn\source\repos\acdream` (absolute paths — there
are other checkouts; running or building anything by relative path from the
wrong cwd cost this project a void verdict yesterday). Do NOT spawn
subagents. If a fact above contradicts what you read in the source, STOP and
report the contradiction instead of improvising around it.