The user provoked a real ForcePosition via the @pklite entry-collision bump
and observed the visible slide off the overlapped character, correct
animation, no heading change, and no leash tethering afterwards. That accepts
both named behaviour changes live: the ack now fires after the canonical
commit, and the ForcePosition route no longer re-arms the constraint leash
(retail's force branch returns at 0x0045409D, ahead of all three ConstrainTo
sites).
Route 2 is complete and accepted at 9966b531. Routes 3-7 remain open.
Also records what shipping @pklite exposed, explicitly NOT a route 2
regression: PK Lite became reachable for the first time and melee/ranged
attacks refuse a PKLite target while spells on the same target work. Under
investigation, filed separately.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
344 lines
22 KiB
Markdown
344 lines
22 KiB
Markdown
# Placement production cutover — campaign plan (2026-08-02)
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The final leg of the remaining physics-divergence campaign before AP-22 and
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AD-10: route graphical AND headless production placement through the
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residence + continuation-executor owner (`38fd4b8d` / `30012361` /
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`5db3de3c`), delete the legacy duplicate authorities, and retire AP-1/AD-1
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behind connected + user-visual gates.
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## Handoff checkpoint — 2026-08-03
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**Status: stabilization checkpoint accepted; campaign closeout is not yet
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complete.** The C3c production cutover and the O(changed) collision
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publication checkpoint are now playable after five separately committed
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root-cause fixes:
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- `01f4791e` stops origin recenter from manufacturing and replaying a second
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retirement receipt for a pending-only live-projection bucket. Its exact
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binary passed the complete Release suite, lifecycle route, and canonical
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nine-stop soak (`connected-r6-soak-20260802-204309`, nine stops, zero
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failures/wait cues/pending retirements).
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- `670f307c` keeps remote Create placement, the local-player physics host,
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targeting, chasing, and attacks in the same world-coordinate frame. The
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user accepted monster placement/chase/hit behavior and static placement
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after portals.
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- `1fc529cd` materializes the canonical minimal static physics host before a
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distant Use/MoveTo route and reconciles the pre-PartArray startup motion
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suffix. The user accepted near and distant object use.
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- `f24532ad` defers one-shot F754/F755 effects until canonical placement has
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bound presentation, retries projectile/static-animation sidecars on the
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committed visibility edge, and keeps effect cells synchronized. The user
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accepted buffs, recalls, arrows, combat spell projectiles, portals, and
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static animation.
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- `175ad6b0` sends LoginComplete from the local first-placement terminal edge
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instead of raw PlayerCreate receipt, so ACE's intentional login Hidden/
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materialization state cannot race placement. The user accepted the login
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haze behavior.
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Focused verification after the final fix passed 90 App effect/projectile/
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static-scheduler tests, two Runtime login tests, the exact live-entity cell
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tracking regression, all 79 Headless tests, and the Release solution build
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with zero errors. The long connected soak and complete solution suite have
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**not** been rerun on the final `175ad6b0` binary. A broader selected fixture
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run also exposed five `LiveEntityRuntimeTests` failures tied to the still-open
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placement cutover plus one old remote first-entry fixture that supplies an
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empty collision source; classify and fix those before claiming C5 closure.
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Remaining campaign work, in order:
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1. Reproduce and repair the six fixture failures without weakening their
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assertions or adding compatibility bypasses.
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2. Finish C4's routes 2–7 and remove their legacy placement writers; fold in
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#276 and #277 where their route becomes authoritative.
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3. Resolve #280 with retail's configured destination-prefetch window so the
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portal viewport never reveals visibly constructing far terrain.
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4. Run C5's complete Release suite, lifecycle/reconnect route, latest-binary
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nine-stop soak, two-client observation, and the remaining #269 slope-glide
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visual check. A pass from `01f4791e` is evidence for that fix, not a
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substitute for the final-binary soak.
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5. Delete the superseded paths, retire AP-1/AD-1/AP-131 and AD-60's legacy
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half only when the code proves they are gone, then complete AP-22 and
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AD-10 and close the campaign ledger.
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**Inputs (read in order):**
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1. [`2026-08-02-runtime-continuation-executor-handoff.md`](../research/2026-08-02-runtime-continuation-executor-handoff.md)
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— the completed dormant mechanism and its cutover notes.
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2. [`2026-08-02-cutover-route-inventory.md`](../research/2026-08-02-cutover-route-inventory.md)
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— the full 8-route, both-host call-chain inventory with exact file:line
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for every duplicate authority to remove. THE map for all slices below.
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3. [`2026-07-31-remaining-physics-campaign-handoff.md`](../research/2026-07-31-remaining-physics-campaign-handoff.md)
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— the original per-route requirements and prerequisite definitions.
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**Standing discipline per slice:** pinned contract → single implementer →
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independent retail-conformance + architecture/adversarial reviews (both must
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PASS on the final diff) → focused + complete Runtime + Release build +
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complete solution gates → bisectable behavior commit (register rows in the
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same commit) → docs/handoff commit. No workarounds; no fused slices.
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## Confirmed pre-cutover gaps (from the inventory)
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- The executor publishes only generic entity deltas; nothing bridges its
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completion to `RuntimePlacementProjectionChannel`, so no host can learn
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"my initial placement committed" through the built observer seam.
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- No atomic controller/body publication owner exists (prerequisite C);
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App and headless hand-write divergent `PlayerMovementController`
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construction, and `SubmitPreparedPlacement` requires a canonical
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`PhysicsBody` that nothing currently publishes atomically.
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- The dormant placement path's 1,880 B/operation (2,048 cap) allocation
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remains the activation blocker for frame-frequency routes.
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- `Execute`'s live inputs (`UsePositionFromServer`, `PlayerDistance`) are
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computed by no host; they must derive from Runtime's own character-option
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and local-player owners.
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- `RuntimePortalPlacementAuthority` has zero producing call sites; the
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adapter from `RuntimeWorldTransitState` does not exist.
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- The exact-Setup mover chain (`PrepareMover` /
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`RuntimeSetPositionMoverPreparer.TryBuild` /
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`IPreparedCollisionSource.ReadSetupCollision`) exists piecewise, unwired.
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- Route-6 split-recovery creates need an effect-replay suppression signal;
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route-7 needs `TryCommitParent`/`CommitWithdrawal` cancellation-symmetry
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fixes and host-visible cancellation receipts; headless lacks any
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parent-realize sequence (pre-existing, adjacent).
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## Slices
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- **C0 — Runtime bridge + live inputs — COMPLETE at `67f63e85`
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(2026-08-02, dual reviews PASS).** The executor publishes an
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acknowledge-only `ExecutorCompleted` receipt through the one placement
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stream (registered before dispatch; correlation reaped on
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acknowledgement/discard/clear; `PendingCompletionReceiptCount` in
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`IsConverged`); all three production sinks acknowledge-and-ignore the
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kind via early returns proven behavior-preserving for every other kind
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(sanctioned seam completion — provably inert, no production publisher);
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`UsePositionFromServer` derives retail-exactly from
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`RuntimeCharacterState.AutonomyLevel != 2` and `PlayerDistance` from the
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live movement controller with null-safe fallback to the caller struct;
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`TryPrepareAndSubmitAuthoredPlacement` chains the prepared-collision
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Setup read through `PrepareMover` to submission with zero validation
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changes; `TryCommitParent`/`CommitWithdrawal` gained the sibling
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cancellation flow (the `LeaveWorld` omission in `TryCommitParent` is
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retail-REQUIRED per `set_parent` 0x00515A90:283832-283833's single gated
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`leave_world`). Not fully dormant by design: the two cancellation fixes
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change live Runtime paths production already calls; everything else has
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no production caller.
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**C3 prerequisites recorded from C0's reviews:** (a) the completion
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receipt/trace surface is internal-only — C3 must define the public host
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consumption shape when it wires the hosts; (b) `PlayerDistance` is
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resolved once per `Execute` entry, not per continuation — a multi-Position
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FIFO classifies later entries against entry-time distance (documented
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deferral; refine at C3/C4 if the connected gates show it matters);
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(c) any future host exposure of `TrySetAutonomyLevel` must carry retail's
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`SendAutonomyLevelEvent` (699550).
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- **C1 — atomic controller/body publication — SATISFIED BY EXISTING
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MECHANISM (research finding 2026-08-02, plan amended same session).**
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`RuntimeLocalPlayerPhysicsPublicationState` (1,033 lines) plus the
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~15-method dormant local-activation family on `RuntimeSetPositionState`
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already implement the full sanctioned option-2 transaction:
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off-canonical preparation against a scratch quantum clock and a sealed
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candidate controller, one validated atomic Commit, and a staged
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Evaluate/Commit/FinalizeActivation chain re-validated against
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PhysicsOwnershipEpoch/ObjectClockEpoch/ControllerOwnershipEpoch/session
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identity at every entry — with zero production callers. See
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[`2026-08-02-canonical-body-writer-map.md`](../research/2026-08-02-canonical-body-writer-map.md)
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(6 canonical body writers; the two host escape hatches; both hosts'
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divergences). The remaining work — routing both hosts' local-player
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construction through the publication lifecycle, sealing the public
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`RuntimeLocalPlayerMovementState.Controller` setter, retiring App's
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direct object-clock bypasses, and containing headless's uncaught
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prepared-collision `InvalidDataException` — IS the C3 route-1 flip and
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moves there. No separate C1 commit.
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- **C2 — placement allocation budget — COMPLETE at `63c601ff`
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(2026-08-02, dual reviews PASS after two fix rounds).** 2,032 → 944
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B/op via pooled operation envelopes (bounded, reset-at-rent, double-
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retire guarded, reset/dispose-cleared, ledger-visible), a cached
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collision-callback delegate over an explicit context stack, and a
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non-boxing pending-head read; gate tightened to 1,536. The pooling
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forced a class-wide staleness rework: captured-token-vs-fresh-lookup at
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every reentrancy-spanning frame (26-site audit), hoisted stack locals
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for retail's handle_all_collisions bits, token-gated bookkeeping
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writes, and a deliberately identity-agnostic settle path (retail's
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SetPositionInternal completes unconditionally even for displaced
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operations).
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**Residual floor (documented at the gate, decision deferred to the C3
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activation gate where the user is in the loop):** ~520 B/op inside
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Core's `PhysicsEngine.SetPosition` (transition init / query-footprint
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materialization — a potential C2b if C3's connected profile shows it
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matters) and ~208 B/op of sorted-tree node per pending receipt.
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**Maintenance notes from review (no action):** the no-reentrancy
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proofs on the 15 surviving reference-based currency checks are
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comment-enforced; `IsCurrent(Operation)` remains available and a new
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reentrancy-spanning call site would silently inherit the tautology —
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its doc comment warns.
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- **C3 — spawn-frequency cutover: routes 1 + 8 — DECOMPOSED 2026-08-02
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after the first implementation pass stopped with findings.** C3-1 (the
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public executor-completion surface via
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`RuntimePlacementProjectionChannel.TryGetInitialCreateCompletion`)
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landed separately. Two structural gaps halted the flip, both real and
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neither in the planning docs:
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**(B)** the local player's residence lease opens its SetPosition
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operation at Create time, but `SubmitPreparedPlacementCore` requires a
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pre-existing canonical body that only the zero-caller publication chain
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can attach — first-entry needs an explicit resumable sequence
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(begin-placement → publication Prepare/Commit attaches the body →
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authored-mover submit → Place receipt → Execute), which matches the
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campaign handoff's route-1 required order but exists nowhere as a
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driveable state machine;
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**(C)** ordinary remote-creature Creates classify to `SetPosition` but
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have NO production body-construction path at Create time (bodies arrive
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with first motion today; retail constructs physics at CreateObject via
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`ACCObjectMaint::CreateObject`/`set_description`, which our retail
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notes fully document — the defaults come from the wire PhysicsDesc,
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not invention).
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Sub-slices, each with the standing contract/dual-review/gate
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discipline:
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- **C3a — Runtime first-entry sequencing — COMPLETE at `960373df`
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(2026-08-02, dual reviews PASS).** `RuntimeLocalPlayerFirstEntryState`:
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five stages (mover-prep → publication Prepare/Commit → activation →
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acknowledgement → Execute) in retail's own order — mover shapes
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BEFORE placement, matching makeObject/set_description preceding
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enter_world; the original contract prose had it backwards and the
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tested preconditions forced the faithful order. Acknowledge-stage
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authority discrimination, automatic convergence through the (now
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multicast, snapshot-iterated) retirement fan-out, ownership-ledger
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fold, transactional late-bind Publication seam. Dormant: C3c's first
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act is the GameRuntime binding + production Advance drive.
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**Carried findings for C3c:** the controller is live from the
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activation commit onward (abandonment leaves it to ordinary entity
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teardown — retail has no entry-flow rollback); EvaluateActivation's
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post-commit DeferredCell overload is encapsulated behind Advance.
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- **C3b — remote body construction at Create — COMPLETE at `0934a121`
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(2026-08-02, dual reviews PASS).** `RuntimeRemoteBodyDescription` +
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`RuntimeRemoteFirstEntryState`: the full `set_description` order with
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the byte-certain gates (friction [0,1] inclusive, NaN sanctioned-skip;
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elasticity clamp with retail's unordered-to-zero; translucency
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!= 0.0f), the movement-branch discriminator on retail's
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`movement_buffer != 0` (empty-buffer → placement branch, no autonomy),
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motion-table zero-id pass, ctor-defaults for absent wire fields, and
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never-clobber coexistence with the build-at-first-motion production
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path. The acknowledge discriminator is one shared body
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(`RuntimeFirstEntryAcknowledgement`) for both conductors. Dormant.
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- **C3c — the host flips (production) — COMPLETE at `529e0e9d`
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(2026-08-02, dual Opus reviews: initial FAIL 2+2 MAJOR → R1 fix
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round → delta PASS both).** Both hosts register initial Creates
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through residence + conductors via the shared
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`RuntimeFirstEntryDriveController`; Controller setter sealed;
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rebucketing presentation-only strictly while the residence is
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ACTIVE (post-residence entities take the full legacy path including
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the `prepare_to_enter_world` clock edges); content-less headless
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keeps pre-flip direct registration. Five fix slices landed inside
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the cutover, each connected-gated: F1 (Runtime ownership seam for
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movement stats/server physics — the post-logout retired-controller
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crash), F2 (the login activation wedge: admission-prefix gate
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factored from the seal, rearm generation identity, auto-entry
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requires the published controller), F3 (landblock-prefix 0-sentinel
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→ explicit absent-id; corner landblocks legal), F4 (diagnosis only:
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the nine-stop soak's convergence failure is pre-existing `6b28ff99`
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whole-world collision-clone throughput — its fix is the next slice
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before C5), F5 (local-player first-entry ground contact via the
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shared `SpawnPlacementSettler` at `FinalizeActivation`; the
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standing-cast airborne rejections are gone; register AD-61). R1
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additionally armed the login constraint leash at the committed
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placement (`HandleReceivedPosition` 0x00453FD0 analog) and
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refreshed AD-42. Final gates: complete solution 10,816/0/4 skips;
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lifecycle/reconnect gate PASS (`connected-world-gate-20260802-
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175401`). Closeout:
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[`2026-08-02-c3c-cutover-closeout.md`](../research/2026-08-02-c3c-cutover-closeout.md).
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**Carried to C4/C5:** route-1 far-Create service-window conversion
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if either streaming/broadcast radius changes (#277); the
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window-departure park narrowing; `NotifyRetirement`-on-active-entry
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subscriber invariant; the reachable equip-mid-conductor fail-fast;
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settle-CellId discard (#276-adjacent, see ISSUES).
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- **C4 — remaining routes: 2 (ForcePosition), 3 (portal, with the
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`RuntimeWorldTransitState` → `RuntimePortalPlacementAuthority` adapter),
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4 (remote Create/Position; delete `RemoteTeleportController`/`Placement`
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and the inline MoveOrTeleport duplicate), 5 (projectile authoritative),
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6 (drops + split-recovery marking), 7 (residual pickup/parent/delete
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polish). — route 2 COMPLETE AND USER-ACCEPTED 2026-08-03 (`9966b531`);
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routes 3/4/5/6/7 remain OPEN.**
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**Route 2 connected gate PASSED (user, 2026-08-03).** Provoked with the
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retail `@pklite` entry-collision bump (`69ba9486` — the only reachable ACE
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trigger for `ObjectForcePosition`; admin teleports advance `ObjectTeleport`
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and exercise route 3 instead, see
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[`2026-08-03-c4-route-2-visual-gate.md`](../research/2026-08-03-c4-route-2-visual-gate.md)).
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The user observed the visible slide off the overlapped character (the
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ForcePosition applied), correct animation, no heading change, and no leash
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tethering or rubber-band after the correction — so the two named behaviour
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changes (ack after commit; no `ConstrainTo` re-arm on this route) are
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accepted live. Both Opus reviews PASS on the final diff after three FAIL
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rounds.
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**Adjacent, NOT a route 2 regression:** shipping `@pklite` made PK Lite
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reachable for the first time and immediately exposed pre-existing PvP gaps —
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melee/ranged attacks refuse a PKLite target (auto-target retargets to the
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nearest other; auto-target off does nothing) while spells on the same target
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work. Under investigation; filed separately.
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**Route 2 (ForcePosition) — implemented 2026-08-03, contract:**
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[`2026-08-03-c4-route-2-contract.md`](../research/2026-08-03-c4-route-2-contract.md),
|
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**plan:** [`2026-08-03-c4-route-2-implementation-plan.md`](../research/2026-08-03-c4-route-2-implementation-plan.md).
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`RuntimeAcceptedPositionDriveController`
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(`src/AcDream.Runtime/Session/RuntimeAcceptedPositionDriveController.cs`)
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is the single accepted-Position execution seam for a ForcePosition on the
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already-live local player; `LocalForcePositionTransaction` and
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`HeadlessSessionWorldProjection.BlipLocalPlayer` are deleted, and the
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generic App render-tail is skipped for the local player's ForcePosition.
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Named behaviour changes (both retail-exact, ISSUES #285): the outbound
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ack now fires strictly after the canonical commit, and the constraint
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leash is no longer re-armed on this route (retail's FORCE_POSITION branch
|
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never reaches `ConstrainTo`).
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**Fix round (2026-08-03):** both independent dual reviews (retail-
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conformance + architecture/adversarial) FAILed the first pass — see
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[`2026-08-03-c4-route-2-review-findings.md`](../research/2026-08-03-c4-route-2-review-findings.md)
|
||
for the full R1-R9 list. The critical finding (R1) was that the
|
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DeferredCell park could not survive a single ACE broadcast interval in
|
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production (`RuntimeEntityObjectLifetime.TryApplyPosition`'s unconditional
|
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`Forget` on every accepted Position cancelled it before its collision
|
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generation could commit), silently dropping the correction forever;
|
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`RuntimeAcceptedPositionDriveController.Advance` now detects the dead
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watch and re-issues from the entity's current canonical snapshot. R2/R3
|
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restored headless's collision re-centering and login-window fallback; R4
|
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stopped the force-ack from stealing a receipt the presentation sink had
|
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legitimately declined; R5/R6/R9 corrected false doc claims, closed a
|
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`_pending`-leak/overwrite gap, and fixed streaming-observer/pose-dirty
|
||
side effects firing on a declined placement. R7 corrected a fixture bug
|
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(a dummy Setup sphere with its centre at the origin) that had been
|
||
written up as a retail fidelity gain; R8 added App-layer double-write
|
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source pins and corrected an overclaimed single-ack test. Full detail:
|
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[`2026-08-03-c4-route-2-review-findings.md`](../research/2026-08-03-c4-route-2-review-findings.md).
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Complete Release solution after the fix round: **10,853 passed / 4
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skipped / 0 failed** (baseline 10,844/4/0; first pass 10,848/4/0).
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**Acceptance item 2 is NOT met — recorded gap, B2 (2026-08-03 round 2).**
|
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An earlier revision of this paragraph claimed R8 "added the App-layer
|
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double-write source pins the plan's own acceptance item required". That was
|
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a claim of coverage this changeset does not have, and it is corrected here
|
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rather than left as the citation a future session trusts (same rule that
|
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produced R7). The truth, per the adversarial review:
|
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- *First half — "the generic tail no longer double-writes the local
|
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player":* **source-pinned, not proven.** The pin is a regex/`Assert.Single`
|
||
over `LiveEntityNetworkUpdateController`'s source text, so it would still
|
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pass if a second write were spelled differently, and **no test exercises
|
||
the branch** at runtime.
|
||
- *Second half — "the committed projection is what moves the render
|
||
entity":* **uncovered at any layer.** No test drives a route-2
|
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ForcePosition through `RuntimePlacementPresentationSink` /
|
||
`TryApplyRuntimePlacementPlace` and asserts the `WorldEntity` actually
|
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moved. Given R4 (the force-ack no longer consumes a declined `Place`),
|
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this is precisely the seam whose failure mode is silent: the canonical
|
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body moves and the render entity stays put.
|
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Closing this gap needs an App-layer test that runs the accepted
|
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ForcePosition end to end and asserts the render entity's position/cell came
|
||
from the committed placement receipt — carry it into C5's parity tests or
|
||
file it before this sub-landing closes.
|
||
**Not yet done:** both reviews must be RE-RUN on this fixed diff, and the
|
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connected (user-gated) acceptance gate this campaign's standing
|
||
discipline requires, before this sub-landing is considered closed — those,
|
||
and the commit itself, are next. May land as more than one commit if a
|
||
route proves large; each sub-landing keeps the full review discipline.
|
||
- **C5 — legacy deletion + closeout gates — OPEN.** Delete every superseded legacy
|
||
path; parity tests; exact lifecycle/reconnect + canonical nine-stop
|
||
connected routes; two-client observation; **user visual matrix** (the
|
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campaign's stopping point for user acceptance). Retire AP-1, AD-1,
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AP-131, AD-60's legacy half, and close #275. Update register/roadmap/
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milestones/architecture/memory + successor handoff.
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After C5: AP-22 (authored collision shapes), then AD-10 (remote
|
||
contact-plane projection), then the campaign's final matrix and ledger
|
||
closeout; vendor Slice 5 resumes.
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