acdream/docs/research/2026-07-20-connected-r6-soak.md
Erik a755b764bf test(runtime): add unattended connected R6 soak
Drive turn, movement, jump, and combat through the production InputDispatcher so connected Release testing works without an interactive Windows desktop. Track held automation actions through normal completion and every shutdown path.

Add a seven-destination ACE route with post-liveness memory, allocation, update, fatal-log, outbound-movement, and graceful-close gates. Record dynamic ACE population changes as context instead of a false lifetime oracle, and document the accepted rebaseline.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-20 12:12:08 +02:00

3.4 KiB

Connected R6 unattended soak (2026-07-20)

Purpose

Provide a repeatable connected-client correctness and performance gate when no interactive Windows desktop is attached. This complements, but does not replace, the user-visible retail comparison.

The route uses the normal retained UI/chat command path for /teleloc and the production InputDispatcher for turning, forward movement, charged jump, and combat transitions. It does not call movement controllers directly and does not use Windows keyboard synthesis.

Run

With local ACE listening on UDP port 9000:

pwsh -File tools/run-connected-r6-soak.ps1

Credentials default to the local test account and can be overridden with ACDREAM_TEST_USER / ACDREAM_TEST_PASS or -Account / -Password. The script refuses to start when another acdream client is running, builds Release unless -SkipBuild is supplied, and always requests normal WM_CLOSE shutdown. Artifacts are written under logs/connected-r6-soak-<timestamp>.* as raw stdout/stderr, a marker timeline, sample CSV, and structured JSON report.

Route and gates

The route visits Caul, Sawato, Rynthid, Aerlinthe, Sawato again, Holtburg, and Caul again. Every location performs a six-second visibility turn. Caul, Holtburg, and returned Caul also perform five forward press/release cycles, a charged jump, two combat transitions, and verify outbound movement records.

Stationary samples are taken only after LiveEntityLivenessController's 25-second authoritative-absence deadline. Hard failures cover:

  • missing portal materializations or semantic input edges;
  • insufficient outbound movement evidence;
  • same-location private/working-set, allocation, or update-p95 regression;
  • unhandled exceptions, access violations, out-of-memory, Weenie errors, disconnects, or GPU/device resets;
  • nonzero process exit or failure to close gracefully.

Entity and animation counts remain in the report, but changes are warnings. ACE generators legitimately spawn and despawn creatures while the route is at another location; two consecutive runs demonstrated both +1 and -8 connected population changes without pending teardown or rescue retention. Deterministic live-owner balance is instead covered by LiveEntityLifecycleStressTests, while this connected gate catches aggregate resource retention through the same-location memory/allocation/update measurements.

Accepted run

Artifact stem: connected-r6-soak-20260720-120120.

Stationary sample Working/private MiB CPU p50/p95 ms GPU p50/p95 ms Update p95 ms
Caul 735.9 / 986.5 11.1 / 13.1 11.1 / 13.0 1.2
Sawato 790.7 / 1046.0 2.6 / 3.0 2.6 / 2.9 0.2
Rynthid 850.1 / 1093.5 4.3 / 4.9 4.2 / 4.8 0.3
Aerlinthe 852.6 / 1088.7 6.5 / 7.0 6.4 / 6.9 0.4
Sawato revisit 837.9 / 1073.1 3.1 / 3.7 3.1 / 3.6 0.3
Holtburg 979.5 / 1201.9 6.7 / 7.6 6.6 / 7.4 0.7
Caul return 976.5 / 1178.6 12.5 / 14.6 12.4 / 14.3 1.1

The client completed all seven teleports and all three input exercises, emitted no fatal diagnostic, and exited with code zero through WM_CLOSE. The report retained two known context warnings: missing installed DAT VFX entries and the expected empty landblock misses at the Rynthid world edge. Absolute FPS/GPU numbers depend on the active Windows/RDP presentation path and are recorded for comparison, not used as cross-session pass/fail thresholds.