acdream/docs
Erik 7a0f836af5 fix(physics): AP-129 review fix - port CanMoveInto/IsAllowedIn, stop failing closed
Campaign P Slice P4 Opus review verdict: FIX-FIRST. RestrictionObjPrevalenceInspectionTests
(commit 3b5e0992) found 103,766 of 729,888 installed EnvCells (1,293 landblocks -
the whole housing estate) carry a baked RestrictionObj. The AP-71 gate's
unconditional fail-closed default (CanMoveInto unmodeled) would have locked
every apartment/cottage/villa interior for every player, including its own
owner - a live regression, not the "inert in dev content" the original
register row assumed.

Ports ACCWeenieObject::CanMoveInto (0x0058da40, pc:407982-408056) and
RestrictionDB::IsAllowedIn (0x005ae8f0, pc:444493-444516) verbatim into
ObjectInfo.CheckEntryRestrictions:
- owner_iid == 0 or == mover's own guid -> admit (open/owner)
- no RestrictionDB (retail _db == 0, i.e. never authored or not yet
  received) -> admit
- present RestrictionDB -> IsAllowedIn: open-to-public flag, OR mover
  shares the house's allegiance monarch, OR mover's own guid is a
  guest-table member
- unresolved restriction object -> fails CLOSED, exactly retail's own
  fallback when GetObjectA can't resolve it (pc:704-716)

Wire feed (Core.Net):
- CreateObject.cs: HouseOwner (WeenieHeaderFlag 0x02000000), HouseRestrictions
  (0x04000000), and Monarch (0x40) PWD-tail fields were parsed-and-skipped;
  now captured. Also fixes the HouseRestrictions PHashTable header
  misconception: the wire is ONE packed u32 (low 24 bits = entry count),
  not a separate count(u16)+numBuckets(u16) pair - verified against
  Chorizite's RestrictionDB.generated.cs. The old skip's byte-count
  happened to match for realistic guest-list sizes, but a future
  numBuckets value >255 would have corrupted the parse; now correct
  regardless.
- GameEvents.cs/GameEventWiring.cs: new House_UpdateRestrictions (0x0248)
  parser + wiring - retail's live guest-list refresh, whole-unit replace.
  No-ops if the house object hasn't arrived via CreateObject yet.
- ClientObject/WeenieData/ClientObjectTable: HouseOwnerId, MonarchId,
  Restrictions (new HouseRestrictionRecord) fields + merge-preserving
  Ingest + targeted UpdateHouseRestrictions.

Physics wiring:
- PhysicsEngine gains an Objects (ClientObjectTable?) property, mirroring
  the existing DataCache pattern - acdream's GetObjectA equivalent, used
  ONLY by the entry-restriction gate.
- RuntimeEntityObjectLifetime wires Physics.Engine.Objects = Objects in
  all three constructors, right alongside the table's own construction -
  the same canonical table every other subsystem borrows from, never a
  second one. This is the production fix: without it the gate still fails
  closed on every restricted cell (unresolvable object), so the wiring is
  load-bearing, not cosmetic.

Register: AP-129 narrowed (not retired) to the genuine remaining residual -
House_UpdateRestrictions' Sequence byte isn't used for staleness/reordering
rejection (low-probability, self-correcting), and outdoor CLandCell
restriction (a separate DAT structure) remains unported and unaffected by
this fix.

Tests: 15 new/updated in Ap71EntryRestrictionGateTests.cs (resolved-unowned
admits, owner admits, present-list-excluded blocks, present-list-included
admits, open-to-public admits, shared-allegiance-monarch admits, unresolved
blocks via null and via an empty table, plus two new end-to-end
PhysicsEngine.Objects-wired scenarios); 2 new CreateObject parser tests +
2 new GameEventWiring tests for the wire feed.

AcDream.Core.Tests: 4049 passed, 2 skipped, 0 failed.
AcDream.Core.Net.Tests: 761 passed, 0 skipped, 0 failed.
Complete solution suite: 9,961 total, 9,956 passed, 5 skipped, 0 failed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 11:36:11 +02:00
..
architecture fix(physics): AP-129 review fix - port CanMoveInto/IsAllowedIn, stop failing closed 2026-07-30 11:36:11 +02:00
audit docs: update audit — Sprint 1 items verified (sequence counters + scenery LCG) 2026-04-13 13:51:39 +02:00
plans docs: Campaign P Slice P4 closeout - record AP-71/AP-10 completion + full-suite gate 2026-07-30 10:55:33 +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): #165 diagnostic pass - rule out (a)/(b), stop at (c) 2026-07-30 10:01:11 +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 fix(tests): replace sleep-race concurrency proofs in RetailDatLoaderTests 2026-07-30 11:03:03 +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.