acdream/docs
Erik 852a59e388 feat(net): N4 - client NAK emission + RejectRetransmit reclaim
Campaign N slice N4 completes the AckNakScheduler NAK branch and closes
the ACE cleartext-reject keystream hazard - the slice that makes S2C
loss actually RECOVER.

NAK emission (SharedNet::EnqueueNaks @ 0x00543BD0):
- One cleartext exact-flags RequestRetransmit per sweep behind the
  STRICT 0.6 s gate on the ONE shared timestamp (the x87 0x41-mask test
  at 0x00543C03 proceeds only on strictly-greater; the ack's gate stays
  >=). Never an ack in a NAK sweep; a NAK delays the next ack by 2.0 s
  and vice versa (landmine #7).
- Body = u32 count + ids ascending, capped at 114 (ReceiverData::GetNaks
  @ 0x005490C0, cap 0x72; the m_cbData = 4*count+4 store at 0x00543C3E);
  header Sequence borrowed from highestIDSent_ without incrementing;
  cleartext or ACE ignores it (landmine #6, NetworkSession.cs:283-284) -
  and a NAK never refreshes ACE's 60 s timeout.
- Control-header rule decided once for BOTH ack and NAK: Time = the
  interval id, Iteration = the session iteration, matching retail's
  shared header build (FlowQueue::TransmitNewPackets @ 0x00547A60, the
  stack build at 0x00547A84). ACE reads neither field inbound.
- Gate ticks now round instead of truncate: 0.6 has no exact double
  form, and truncation opened the strict gate exactly AT the boundary.

RejectRetransmit reclaim (divergence register AD-51, ACE adaptation):
- ACE's RejectRetransmit consumes a FRESH sequence, cleartext, with NO
  keystream word, and is cached (ACE NetworkSession.cs:299-304,
  :722-725, :743-748) - the one place ACE breaks retail's gap-walk
  invariant that every missing id was word-bearing (retail cleartext
  always borrows live sequences). Unhandled, the gap walk parks a word
  for the reject's id and the inbound stream runs permanently one word
  ahead - the N2 desync class reintroduced through the reject path.
- Fix: on a VALIDATED cleartext reject, InboundSequenceTracker removes
  the mis-park, shifts every later-drawn parked word down one position
  (per-word draw ordinals; ascending wrap-safe id <=> ascending draw
  order), and pools the excess word, consumed lowest-draw-order-first
  ahead of fresh ISAAC draws. Exact for any number of interleaved
  rejects in ANY arrival order - a plain reclaim FIFO is not: a reject
  arriving after a higher encrypted arrival crosses the parked chain,
  and two out-of-order rejects pool their excess words out of draw
  order (both orderings pinned by tests).
- Reject BODY ids keep N2's discard: word-bearing server-side,
  consumed-in-place. The pool is provably empty against retail servers.

N3 advisories folded (all five): honest transitional-state wording (the
empty N3 NAK branch could silently disconnect a loopback session at
ACE's 60 s timeout, witness [net-tick] acks/s=0), the
ReceiverData::SharedInit @ 0x00548EF0 (from Init @ 0x00548FA0)
citation, the FlowQueue::Empty pump-order wording (TransmitNaks ->
TransmitAcks -> TransmitNewPackets with the interval increment LAST @
0x00548A9D; our clock-first Sweep is cosmetic vs ACE), the
Time/Iteration rule above, and the stale WorldSession budget-break
comment rewritten to the sweep reality.

Tests: 737 Core.Net green (14 new in NakEmissionTests + updated N3
pins): strict-gate boundary, shared timestamp both directions,
NAK-xor-ack exclusivity, full wire-shape + 114-cap pins, model-served
retransmission round trip, five tracker reclaim proofs, the 130 s
virtual prune -> fresh-sequence reject system test (victim abandoned,
later traffic decodes, pool drains to zero), 10 s long-loss survival
(NAKs on the gate cadence, zero acks, heal inside the window), and the
capstone soak: 2% seeded bidirectional loss x 10,000 messages -> zero
message loss both ways, ACE crypto headroom 256 at convergence, every
ledger drained (cache at the single watermark entry - retail's Flush
prunes STRICTLY below the ack). Full solution Release: 9,758 passed /
5 skipped. Connected world-lifecycle gate PASS
(logs/connected-world-gate-20260729-150238); canonical nine-stop soak
PASS (logs/connected-r6-soak-20260729-150856).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-29 15:20:35 +02:00
..
architecture feat(net): N4 - client NAK emission + RejectRetransmit reclaim 2026-07-29 15:20:35 +02:00
audit docs: update audit — Sprint 1 items verified (sequence counters + scenery LCG) 2026-04-13 13:51:39 +02:00
plans feat(net): N4 - client NAK emission + RejectRetransmit reclaim 2026-07-29 15:20:35 +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 feat(core): adopt retail's SoundType catalog; retire AC2D 2026-07-29 07:38:56 +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(net): Campaign N - the retail reliable-transport port 2026-07-29 10:30:49 +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.