Three defects introduced by the 2026-08-02/03 stabilization batch, all found while reconciling #281's 43 test failures. Each is an instance of the weakness the placement campaign exists to remove - two owners of one fact with no single writer keeping them agreed - so they are cleared before C4 stacks six more placement routes on top of them. #282: WorldEntity.EffectCellId documents itself as existing only for outdoor dat stabs, whose null render parent still needs retail's outdoor landcell for CObjCell::IsInView gating; live/interior entities were explicitly meant to use ParentCellId.f24532adbegan populating it for live entities, and because EntityEffectPoseRegistry.UpdateRoot resolves EffectCellId ?? ParentCellId it now wins - while 12+ sites still write ParentCellId alone. Retail carries one cell per object (CPhysicsObj::set_cell_id @0x0050f4f0, change_cell @0x00513390, ShouldDrawParticles @0x0050fe60). #283:670f307cgave Runtime a world frame that rebases on the accepted teleport Position, while App's LiveWorldOriginState rebases only after old-window retirement completes. Between those edges the two disagree by the landblock delta. Not yet proven reachable; the plan proves or disproves it before restructuring anything. #284: a placement that cannot resolve returns RetrySetupUnavailable forever with nothing counting it or naming its reason. The fix is observability plus fail-fast on contradictory states, never a retry cap or timeout. Plan sequences S1 (#284) first so the other two are observable rather than archaeological, then S2 (#282), then S3 (#283) immediately before C4 route 3, which shares its portal code. Also records the gating change that would have caught all of this: the complete Release suite must be green before every commit, not a focused subset. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
141 lines
7.2 KiB
Markdown
141 lines
7.2 KiB
Markdown
# Recent-regression cleanup — plan (2026-08-03)
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Three defects introduced by the 2026-08-02/03 stabilization batch, found while
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reconciling the #281 test failures. All three are **ours, days old, and inside
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the least-verified code in the tree**. They are cleared before C4 resumes so
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six more placement routes are not stacked on top of them.
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Issues: #282 (two cell fields), #283 (two world origins), #284 (silent park).
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## Why these first
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Every one is an instance of the exact weakness the placement campaign exists to
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remove: **two owners of one fact, with no single writer keeping them agreed.**
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#282 duplicates "which cell is this in". #283 duplicates "where is zero". #284
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is why both stayed invisible. Fixing them inside C4 would mean diagnosing them
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through C4's much larger diff.
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## Standing discipline for this plan
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- Retail is the oracle. Grep `docs/research/named-retail/acclient_2013_pseudo_c.txt`
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by `class::method` before writing.
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- Root causes only. No timeouts, grace periods, suppression flags, or
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catch-and-ignore. #284 in particular is observability + fail-fast, never a
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retry cap.
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- **The complete Release solution suite must be green before every commit.**
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Focused-run-only gating is exactly what let #281–#284 ship. The full suite
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takes about 30 seconds; there is no excuse.
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- Each fix is its own bisectable commit with root-cause evidence, and updates
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the issue + divergence ledgers in that same commit.
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---
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## S1 — #284: make a parked placement visible (do this first)
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Smallest, and it turns the other two from archaeology into observation.
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1. Classify the park reason at the single site that produces it
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(`RuntimeSetPositionState.PrepareMover`): awaiting collision generation,
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awaiting Setup, awaiting world frame.
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2. Fold per-reason parked counts into the existing physics ownership snapshot
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(`RuntimePhysicsState.CaptureOwnership`) so they appear wherever ledgers are
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already asserted, and in the connected gates' `report.json`.
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3. Fail fast on unresolvable parks. A park awaiting the world frame *while a
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local player is already registered* is not a wait — it is a contradiction.
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Surface it as a committed invariant exception, the pattern `01f4791e`
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established for receipt-ledger violations.
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4. Convergence contract: parked entries must be zero at every stable
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checkpoint. Wire that into the lifecycle/nine-stop gate assertions.
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**Tests:** each park reason is reported exactly once and clears on resolution;
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the contradictory park throws rather than retrying; ledgers converge to zero.
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**Gate:** focused Runtime + complete solution suite.
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---
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## S2 — #282: one owner for an entity's visibility cell
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1. **Establish the retail model.** `CPhysicsObj::set_cell_id` @0x0050f4f0,
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`change_cell` @0x00513390, `set_cell_id_recursive` @0x00510da0,
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`ShouldDrawParticles` @0x0050fe60. Retail carries ONE cell per physics
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object, and particle gating reads that same cell. Write the pseudocode note
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before touching C#.
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2. **Audit the writers.** 12+ sites write `ParentCellId`
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(`LiveEntityNetworkUpdateController` ×4, `RemotePhysicsUpdater` ×2,
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`ProjectileController` ×3, `LiveEntityOrdinaryPhysicsUpdater`,
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`LocalPlayerProjectionController`, `RemoteTeleportController`, …); 3 write
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`EffectCellId`, all in `LiveEntityRuntime`. For each `ParentCellId` writer
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record whether it also rebuckets — a rebucket with an exact cell currently
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repairs the pair by accident. Produce the table before choosing the fix.
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3. **Decide the shape.** `EffectCellId`'s documented purpose is narrow: outdoor
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dat stabs that keep a null render parent while retail still gives them an
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outdoor landcell. Live/interior entities were explicitly meant to use
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`ParentCellId`. Preferred fix, in retail's direction: live entities stop
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populating `EffectCellId`, the stab case keeps it as the documented
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exception, and one owner writes the visibility cell that the effects path
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reads. If the audit shows live entities genuinely need it, the alternative
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is a single writer that maintains both — but never 12 independent writers
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against a field that wins.
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4. **Divergence register.** The two-field split is an adaptation from retail's
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single cell. Add the row if none exists; delete it if step 3 collapses the
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split.
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**Tests:** an entity crossing a cell boundary keeps its particles and lights
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attached; an equipped/attached child keeps its parent-relative behaviour; the
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outdoor dat stab case is unchanged.
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**Gate:** focused App + complete suite, then a **user visual check** — a
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monster with an active spell effect crossing a cell boundary, and a lit static
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object, indoors and outdoors.
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---
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## S3 — #283: one owner for the world origin
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Sequenced last of the three and immediately before C4 route 3, which touches
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the same portal code.
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1. **Prove or disprove reachability first.** With S1 landed, assert at the
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placement site that Runtime's frame center and App's `LiveWorldOriginState`
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center agree; run the portal/recall routes. If they never diverge in
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practice, the fix is a permanent invariant rather than a behaviour change —
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record that and stop. Do not restructure on a hypothesis.
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2. **Retail evidence.** How retail rebases its landblock offsets across a
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teleport, and the ordering around `TAS_TUNNEL_CONTINUE` — the same
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sequence #280 already needs read. Read once, use twice.
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3. **Fix shape.** Runtime owns the world frame; App projects it. Today
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`LiveWorldOriginState` is an independent owner with its own rebase edge.
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Make it a projection of Runtime's frame, so there is exactly one origin and
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the retirement-driven edge becomes a *publication* of that origin rather
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than a second decision. This is the same ownership move the campaign has
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already applied to entities, physics, and placement.
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4. **Ordering invariant.** No placement may commit against an origin the
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render side has not adopted. Whether that is expressed as a gate or made
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structurally impossible falls out of step 3.
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**Tests:** a teleport whose old-window retirement lags by many frames cannot
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commit a placement against a mismatched origin; frame and origin rebase
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together; ordinary movement rebases neither (already pinned by
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`RuntimeWorldFrameTests`).
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**Gate:** focused + complete suite, lifecycle/reconnect, and a **user visual
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check** on repeated portal/recall arrivals with objects present.
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---
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## After S1–S3
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Resume the original campaign order, unchanged:
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1. **C4 routes 2–7** — ForcePosition, portal (with S3 landed), remote
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Create/Position, projectile correction, drops, pickup/parent/delete.
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Fold in #276 and #277 where their route becomes authoritative.
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2. **#280** — retail destination prefetch, landed adjacent to route 3.
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3. **C5** — delete superseded writers, complete suite, lifecycle/reconnect,
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nine-stop soak **on the final binary**, two-client observation, the #269/#278
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slope-glide check. Only then retire AP-1, AD-1, AP-131, and AD-60's legacy
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half.
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4. **AP-22** — `ShadowShapeBuilder` as sole authority for authored Setup
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collision shapes.
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5. **AD-10** — remote contact-plane projection through the real transition
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sweep.
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6. Final movement/collision matrix; ledger, architecture, roadmap, milestones,
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memory, `CLAUDE.md`, `AGENTS.md`. Vendor Slice 5 resumes only after that.
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