Scoping at 44830a0e puts 4b at 1,300-2,200 production lines (centred ~1,700)
plus ~2,500-3,500 lines of test work — 4-6x route 4a and ~2x route 2, the two
largest landings in this campaign, which took 4 and 5 review rounds. Split into
4b-1 (infrastructure, no behaviour change), 4b-2 (far branch), 4b-3 (teleport
and cell-less, with the ~739-line class deletions). 4b-1 stays separate
regardless of appetite for landings.
Corrects two errors in documents from yesterday:
AP-135 does NOT retire with 4b. Its own condition is retirement with the
free-fall sweep gate, which 4b does not touch, and its sites are the airborne
no-op branches — 4a-owned dispositions. The trap is that its two writes sit
inside OnPosition, which 4b rewrites heavily.
Retail has exactly ONE ConstrainTo on the remote arm (@0x00454272); all three
nonzero-returning MoveOrTeleport branches funnel through it. My route-4 scoping
implied a distinct remote-teleport arming site. There is none, so 4b must not
add a second one — the post-operation arm 4a introduced becomes the only arm.
Records a new failure mode 4b must not create: a DeferredCell park WITHDRAWS the
entity (InWorld false, Active cleared, clock suspended, residency dropped), and
Forget-on-every-accepted-Position kills the park without restoring any of it. If
the next packet classifies Interpolate, no placement runs and the remote stays
withdrawn indefinitely — invisible AND intangible, the #184 class through a
third door. Direction: refuse rather than park; the next packet is the retry,
because remote Positions are a 5-10 Hz stream.
Two transfer errors named explicitly so they are not repeated: do not port route
2's re-issue funnel (re-issuing a superseded pose is wrong for a repeated
stream), and do not port its ack machinery (retail's remote arm has no
SendPositionEvent).
Also records that remotePlacementRequired fires for every non-visible remote on
the graphical host — a routine hot path, not a teleport rarity — and that
deleting the legacy blocks removes the only handler for null/Rejected*, which
during the login window is every remote packet.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
154 lines
8.5 KiB
Markdown
154 lines
8.5 KiB
Markdown
# C4 route 4b — scoping, a three-way split, and two doc corrections (2026-08-04)
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Scoped at HEAD `44830a0e` (route 4a landed). **4b is 4-6x route 4a and must be
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split again.** This also corrects two errors in documents I wrote yesterday.
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## Correction 1 — the plan is wrong about AP-135
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`docs/plans/2026-08-02-placement-cutover.md` says AP-135 *"retires with 4b's
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transition machinery, not before."* **That is wrong.**
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AP-135's own retirement condition is *"retire together with the free-fall sweep
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gate, when the remote arc is resolved by the same transition machinery the local
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player uses"* — that gate is `RuntimeRemotePhysicsUpdater.cs:342`, which 4b does
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not touch. Worse, AP-135's sites are the **airborne no-op** branches, which are
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**4a-owned dispositions**, not 4b's. 4b owns far-snap, teleport and cell-less.
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**AP-135 stays open after 4b.** The trap is real: its two writes sit physically
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inside `OnPosition`, which 4b rewrites heavily, so an implementer will assume
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they go. The contract must say they do not.
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## Correction 2 — retail has ONE `ConstrainTo` on the remote arm, not two
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My route-4 scoping described the third divergence as retail *"re-arming after
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`teleport_hook`'s `UnConstrain`"*, implying a distinct remote-teleport site.
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There is none. Retail has exactly one: `ConstrainTo` @0x00454272, and **all
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three** nonzero-returning `MoveOrTeleport` branches — teleport
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(returns 1 @0x00516438), near-interpolate (@0x005163BE), far-snap (@0x005163E8)
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— funnel through it.
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Consequence for the contract: **4b must not add a second arming site.** The
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single post-operation arm 4a introduced becomes the ONLY arm, with
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`remotePlacementRequired` folded into it rather than returning ahead of it.
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The behaviour claim still stands: today a remote hard-teleport arms the leash
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nowhere, because the `remotePlacementRequired` block returns before every arming
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site while `RemoteTeleportHook` has already called `UnConstrain`. Severity is
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narrow — the next Position re-arms ~100-200 ms later — except for a remote that
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teleports and then stands still, since ACE stops broadcasting for a stationary
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entity.
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## The new failure mode 4b must not create
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**A Runtime `DeferredCell` park WITHDRAWS the entity from the world.**
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`ParkDeferred` sets `body.InWorld = false`, clears `Active`, suspends the object
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clock, calls `WithdrawCanonical`, and publishes a `Withdraw`.
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`Forget`-on-every-accepted-Position then kills the park **without restoring
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any of it**. `CancelCoreDeferred` removes the operation and rewrites the
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`Withdraw` into a `Discard`; it does not set `InWorld` back, resume the clock,
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or re-enter residency.
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So: packet N parks E (now invisible AND intangible). Packet N+1 ~150 ms later
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Forgets the park. **If N+1 classifies `Interpolate` — near, in contact,
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committed cell — no placement runs and E stays withdrawn indefinitely.** The
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sequence "remote appears beyond 96 m, walks toward you, crosses inside 96 m"
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produces it. That is the #184 class through a third door, and it is worse than
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#184 because the entity is intangible too.
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**Required direction: refuse rather than park.** A remote whose destination is
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not placeable keeps its last committed pose and waits for the next packet — the
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next packet IS the retry, because remote Positions are a 5-10 Hz stream. That is
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retail-shaped (retail's world is fully resident; "arrived but not placeable" is
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unrepresentable) and avoids withdrawal-restore surgery inside a 5,652-line class.
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**Do NOT port route 2's re-issue funnel.** It exists because a ForcePosition is
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a one-shot correction ACE never repeats. Re-issuing remote packet N after N+1
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has merged would apply a pose the newer packet already superseded — the same
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class of route-2-to-4a transfer error that cost a review round, in reverse.
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**Do NOT port the ack machinery.** Retail's remote arm has no
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`SendPositionEvent`; the whole `PositionEventOwed` apparatus has no analogue.
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## Two traps that will bite an implementer
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**T1 — `remotePlacementRequired` and the classifier's `cellless` are different
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predicates.** `remotePlacementRequired` derives from `wasCellless` measured
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BEFORE the merge, plus `projectionRequiresTeleportHook` — which on the graphical
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host includes `!IsSpatiallyVisible`, so **it fires for every remote that is not
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currently visible**, a routine hot path rather than a teleport rarity. The
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classifier's `cellless` reads `FullCellId` AFTER the merge. They disagree in
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both directions. Reconciling them is a design decision, not a rename.
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**T2 — deleting the legacy near/far blocks removes the only handler for `null`
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and `Rejected*`.** `ClassifyRemoteAcceptedPosition` returns null whenever
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`_playerController` is null — **which during the login window is every remote
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packet.** Today those fall into the legacy blocks and hard-snap. Delete the
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blocks without a replacement and remotes will not move at all until the local
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controller exists. Retail has no analogue; this needs a stated acdream policy.
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## The split
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Estimate: **1,300-2,200 non-comment production lines, centred ~1,700**, plus
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~2,500-3,500 lines of test work. That is 4-6x route 4a and ~2x route 2 — the two
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largest landings in this campaign, which took 4 and 5 review rounds.
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- **4b-1 — infrastructure, no remote behaviour change (~700-1,000 lines).**
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The per-entity remote placement owner (route 2's controller minus the ack and
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re-issue funnel, plus an N-way pending map and ledger); the service-window
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guard (Runtime interface + a graphical implementation over
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`GpuWorldState`/`StreamingController`, which does not exist today); the
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refuse-rather-than-park policy; N3's headless `RetryPending` pump; and the
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`report.json` parked-count wiring #277 asks for. **No production caller, or
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called for zero classifications.** Gate: focused Runtime tests, Release suite,
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existing connected routes unchanged, and a proof that
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`ParkCollisionResidents`'s overlap throw is unreachable.
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*This is where the park semantics get decided and reviewed on their own,
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without a behaviour change confusing the signal.*
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- **4b-2 — the far branch only (~350-500 lines).** `SetPositionSimple`,
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`PlayerDistance >= 96 m`. Deletes both duplicated `96f`/`4f` constant pairs and
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both fabricated `Vector3.Zero` reads. Trivially observable.
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- **4b-3 — teleport and cell-less (~400-700 lines).** Deletes
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`RemoteTeleportController` (605), `RemoteTeleportPlacement` (85),
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`RemoteShadowPlacementSynchronizer` (49) and 7 wiring sites, plus 1,709 lines
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of their tests. Largest blast radius; needs the two-client teleport gate.
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If the campaign will not tolerate three landings, merge 4b-2 into 4b-3 — but
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**keep 4b-1 separate.** It is where the invisible-remote failure decides, and it
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must not be reviewed at the same time as a 700-line deletion.
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## What 4b does NOT do
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- **AP-131 is not retired.** Its site is one shared merge call serving every
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entity kind; threading classified flags there necessarily changes the local
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player's ordinary Apply, which no route owns. Stays for C5.
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- **AP-135 is not retired.** Correction 1.
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- **#276 is not closed.** 4b retires its remote-placement half by construction
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(the canonical transaction owns cell and contact together), but
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`SeedRemoteSpawnPlacement` is not classification-gated and still fires under
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`Interpolate`, and the AD-61 local-player settle is untouched. Narrow its
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scope; do not pin it closed.
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## Two collateral hazards
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- **`ParkCollisionResidents` throws on overlap** — for every spatial root in a
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retiring landblock prefix holding an active operation. With N remotes holding
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operations, an ordinary streaming retirement becomes session-fatal. Unreachable
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today only because steady-state remotes hold no operations. Any 4b design must
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prove it stays unreachable.
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- **Lost-cell deadlines leak their family.** `ArmLostFamilyDeadlines` arms root +
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equipped children; the cancel path clears the root only, and no caller passes
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`cancelLostFamily: true`. Inert today because the reaper has no production
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caller — do not let 4b be the commit that makes it live.
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## Undetermined — flagged, not guessed
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1. Whether `GpuWorldState.IsNearTier` residency is exactly co-extensive with
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collision publication (gating sites are consistent; the retirement side is
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unverified).
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2. Whether `EntityPhysicsHost.NotifyTeleported()` covers retail's
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`TargetManager::ClearTarget` @0x00514F1B.
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3. Whether the merge can zero a previously-nonzero `FullCellId`, which decides
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whether classifier-`cellless` is a strict subset of `remotePlacementRequired`.
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4. Allocation cost of the current legacy far/teleport path — no gate covers
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`PhysicsEngine.SetPosition`.
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