acdream/docs
Erik 5db3de3c7a feat(runtime): execute initial placement continuations
The admission checkpoint (30012361) sealed accepted updates behind a
pending initial placement; nothing could apply them, so AcknowledgeAdoption
refused any non-empty FIFO and the residence system had no path to
completion. RuntimeInitialCreateContinuationExecutor is that missing
mechanism: a synchronous, retry-idempotent Execute transaction that adopts
the acknowledged initial placement exactly once (consuming the retained
completion so later authored placements for the key can begin), emits the
AfterEnterWorld hook request for the local player, replays deferred
missing-parent raw Creates and queued parent relations by parent GUID
(retail ProcessObjectNetBlobs order: whole-bucket detach, FIFO dispatch,
cancellation-aware restore), and drains the mixed continuation FIFO
strictly by sequence with retail route decisions taken at execution time
via ClassifyAcceptedPosition on live inputs (server-asserted wire contact,
data-driven animation proxy, live distance/options).

Apply bodies are shared with the legacy fused paths through new gate-less
instance seams on InboundPhysicsStateController that keep the one snapshot
store in lockstep; SameIncarnationCreate envelopes apply atomically with
per-stage idempotency and buffered publication after the final stage;
every abandonment path retires the residence through the lifetime choke
point and converges the ownership ledger (executor progress, deferred
buckets, replay windows, placement watches all folded into IsConverged).
Position/placement side effects are exactly-once under retry, external
mutations are detected via a field-masked executor baseline, and
AwaitingContinuationPlacement yields keep the FIFO head retryable.

Production routes are deliberately untouched: graphical and headless
Create still use legacy RegisterEntity, and no host calls Execute. The
cutover is the next checkpoint; AP-1/AD-1 remain open until it lands.
Register rows AD-59/AD-60/AP-130/AP-131/AP-132/TS-62/TS-63 document the
slice's deviations in this commit.

Reviewed: retail-conformance PASS + architecture/adversarial PASS after
five implementation rounds (wire-contact source, snapshot lockstep,
WeenieDescription merge, abandonment convergence, reentrant retirement
windows, acknowledged-completion leak, baseline precision, replay
containment/restore, queue-by-parent-GUID relation deferral all fixed at
root cause). Runtime tests 903/903; complete Release solution 10,696
passed / 4 intentional skips; focused executor gate 161/161.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 03:49:56 +02:00
..
architecture feat(runtime): execute initial placement continuations 2026-08-02 03:49:56 +02:00
audit docs: update audit — Sprint 1 items verified (sequence counters + scenery LCG) 2026-04-13 13:51:39 +02:00
plans docs(physics): hand off initial placement admission 2026-08-01 21:03:51 +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(physics): hand off initial placement admission 2026-08-01 21:03:51 +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(physics): close Campaign P visual matrix 2026-07-31 10:20:48 +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.