acdream/docs
Erik 40f5721354 docs: C4 route 4 scoping — the stated budget failed, stop and re-plan
After route 2 I pinned a falsifiable bet: routes 4-7 reuse the seam route 2
built, so their marginal cost should be well under 400 production lines, and if
route 4 also cost ~900 the bet was dead. Scoping estimates 1,500-2,500 lines
plus ~1,700 lines of test re-modelling. Honouring the bet: no implementation
pass until the scope is re-planned.

The bet failed for an instructive reason. The seam generalises fine — the
begin/prepare/submit chain has no local-player precondition, the classifier's
remote branches are already retail-exact, and all remote physics state is
already in Runtime. Route 2 was simply not a representative unit: one entity vs
N, one disposition vs four, one execution path vs two (canonical SetPosition
AND the interpolation queue), no teleport hook, no constrain phase, two
duplicate authorities vs six. Picking the simplest route first and then
calibrating everything against it was the error.

Four findings that change the campaign plan, not just route 4:

- Route 4's Create half is already done (C3b/C3c). The remaining work is
  steady-state remote Position plus deletions; the route title misleads.
- AP-131 cannot be retired by route 4. Route 2 did not fix its FORCE_POSITION
  half, and its local ordinary-Apply half is owned by no route in the inventory.
- #277's safety bound breaks: it argues about Creates, while a steady-state
  Position can carry a remote out of the collision window with no Create at all.
  Needs a Position-time service-window guard on both hosts; the graphical host
  has no such predicate today.
- N3 (headless never calls RetryPending) stops being latent the moment route 4
  makes headless remotes produce placement receipts.

Also records three previously unfiled divergences found while scoping: the NPC
airborne hard-snap that ignores the wire IsGrounded bit, ConstrainTo armed
before the operation instead of after, and ConstrainTo never armed on the remote
teleport branch. Route 4 fixes all three by construction, which makes it a
behaviour change to every visible creature rather than a refactor.

Allocation is NOT the blocker the inventory feared: the steady state classifies
to Interpolate, which runs no SetPosition at all.

Recommends splitting route 4 into 4a (near/interpolate + airborne no-op — the
observable win, no park hazard) and 4b (teleport/far/cellless — where the parks,
the service-window guard, N3 and #277 live).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 19:46:01 +02:00
..
architecture feat(physics): C4 route 2 — ForcePosition through the canonical placement 2026-08-03 18:46:36 +02:00
audit docs: update audit — Sprint 1 items verified (sequence counters + scenery LCG) 2026-04-13 13:51:39 +02:00
plans docs: C4 route 2 connected gate passed (user-accepted) 2026-08-03 19:16:57 +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: C4 route 4 scoping — the stated budget failed, stop and re-plan 2026-08-03 19:46:01 +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: file #297-#299 — PK Lite gaps exposed by @pklite 2026-08-03 19:24:08 +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.