acdream/docs/plans/2026-07-25-modern-runtime-slice-j.md
Erik afebbe3eca docs(physics): close Slice I evidence and roadmap
Record the accepted flat-authoritative collision cutover, production parsed-graph removal, exact rollbacks, zero-residency connected gates, and RDP measurement boundary. Reconcile architecture, milestones, roadmap, issue ledger, agent instructions, and the active Slice J handoff.

Validated by the existing zero-warning Release build, 8,413 passing Release tests with five pre-existing skips, 201 focused closeout tests, and both exact-binary connected routes.

Co-authored-by: Codex <codex@openai.com>
2026-07-25 18:44:43 +02:00

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Modern runtime Slice J — presentation-independent runtime

Status: J0 COMPLETE — lifetime plan, project boundary, and dependency guards; Slice I is closed and J1 is ACTIVE Parent: 2026-07-24-modern-runtime-architecture.md, Slice J Authorization: the user approved Slices FL, including the otherwise-frozen Slice J gameplay-owner moves, on 2026-07-24 Purpose: move the existing authoritative client kernel into a presentation-independent assembly without creating a second world, changing retail behavior, or making the graphical host a special case.

Slice J is a lifetime-group campaign, not one large move. Each sub-slice keeps the graphical client on the same owner instance, establishes host parity, and deletes the replaced App production path before the next group moves.

1. Fixed invariants

  1. LiveEntityRuntime remains the sole server-GUID/incarnation owner. There is never a second GUID map or synchronized gameplay world.
  2. Runtime types do not reference AcDream.App, either UI assembly, Silk.NET, OpenAL, Arch, ImGui, a native window, or an OpenGL resource.
  3. App projection state is keyed by runtime-issued local entity identity plus incarnation. It may not recover or mirror server GUID ownership.
  4. The accepted update order, packet ordering, timestamp gates, outbound cadence, and retail-shaped gameplay algorithms do not change during the extraction.
  5. Contracts expose borrowed/immutable views, typed commands, and ordered deltas. They do not expose App render components or deep per-frame object graphs.
  6. All clocks, queues, random sources, diagnostics identity, plugin behavior, and mutable caches that can differ between sessions are instance-scoped.
  7. Immutable prepared content may be shared. Session state and mutable query scratch may not.
  8. Every new owner participates in the structural teardown protocol in parent plan §9.2.1 through acquisition leases and exact acknowledgements.
  9. A headless construction path is proved after every coherent move. “No window” means no App, Silk, OpenAL, retained UI, particle, or render assembly is loaded—not a hidden graphical process.
  10. Slice I is closed: production collision is flat-authoritative and retains no parsed collision graph. J1 contracts adapt that final canonical owner shape; they may not reintroduce a graph fallback or mirrored collision authority.

2. Target dependency direction

AcDream.App ───────────────► AcDream.Runtime
AcDream.Headless (Slice K) ─► AcDream.Runtime
                               ├──► AcDream.Core.Net
                               ├──► AcDream.Core
                               ├──► AcDream.Content
                               └──► AcDream.Plugin.Abstractions

AcDream.Runtime -X► AcDream.App / AcDream.UI.* / Silk.NET / OpenAL / Arch

Runtime-emitted entity events contain incarnation, transform, flags, and property deltas only. An App-side projection adapter translates them into IRenderScene journal operations. Render vocabulary never enters Runtime.

3. Teardown transaction

The exact order is:

  1. cancel scheduler/session generations and make commands inert;
  2. detach producers, drain accepted ordered events, and poison queues;
  3. withdraw and acknowledge graphical presentation;
  4. retire session residence and GPU-backed owners through existing fences;
  5. dispose the process-owned immutable ContentStore only after every runtime and host has completed.

Completed stages never replay. Failure retains the exact remaining suffix. Logout, reset, mid-portal disconnect, reconnect replacement, construction rollback, and native close all traverse the same transaction.

4. Execution slices

J0 — boundary, plan, and dependency enforcement

Completed 2026-07-25.

  • Add AcDream.Runtime and AcDream.Runtime.Tests.
  • Permit references only to Core, Core.Net, Content, and Plugin.Abstractions.
  • Add App → Runtime as the future host dependency; Runtime never references App.
  • Add direct-reference, dependency-closure, source-project, and assembly-load guards that fail if a presentation/backend dependency enters Runtime.
  • Add only an assembly boundary marker; do not introduce a facade GameRuntime, mirror state, or move behavior in J0.
  • Pin this lifetime-group plan and parent-plan teardown protocol.

Gate: Release build and full tests pass; the Runtime test process loads no App, UI, Silk, OpenAL, Arch, or ImGui assembly; graphical behavior is byte-for-byte unchanged because no runtime path changed.

Evidence: four focused dependency tests pass, the Release solution builds with zero errors, and the complete Release suite passes 8,406 tests with five pre-existing skips. Exact rollback:

git revert b632672e5ccabfb44c551e08f1c411ab2669c44a

J1 — read, command, event, clock, and lifecycle contracts

  • Define IGameRuntimeView, typed command interfaces, ordered event/delta records, instance clock, lifecycle states, generation tokens, and teardown acknowledgements.
  • Build App adapters over the current owners first. Adapters borrow; they do not copy mutable collections or own lifetime.
  • Add a normalized parity trace of accepted inbound events, runtime commands, state revisions, and lifecycle edges.
  • Prove press-time graphical input reaches the same current owners through the command contract with no extra frame of latency.

Gate: adapter and direct-host traces are identical over deterministic session, entity, inventory, chat, movement, and portal fixtures; no canonical owner has moved yet.

J2 — session lifetime and ordered transport group

  • Remove App presentation dependencies from LiveSessionController, LiveSessionHost, lifecycle host, event router, and command router.
  • Move the same owner instances into Runtime with Core.Net transport and instance-scoped clocks/queues.
  • Preserve bind-before-connect, publish-after-EnterWorld, exact generation rechecks, receive ordering, ack placement, graceful F653/disconnect, and retryable replacement.
  • Let App provide only endpoint credentials, presentation bindings, and graphical lifecycle acknowledgements.

Gate: connected login/logout/reconnect and malformed/reentrant lifecycle suites produce the same packet/order trace; no-window construction can connect and disconnect without loading App or a backend.

J3 — canonical identity, properties, and object-table group

  • Strip renderer, particle, Wb, and streaming components from the canonical record into an App projection store keyed only by local identity/incarnation.
  • Move LiveEntityRuntime, accepted spawn/state/property timestamps, ClientObjectTable, container/inventory indices, vitals, enchantments, spell state, target/combat state, and their exact teardown into Runtime.
  • Emit ordered create/update/rebucket/hidden/withdraw/delete deltas.
  • Keep DAT-backed visual hydration, render registrations, effects, lights, paperdoll, selection markers, and radar projections in App.

Gate: GUID reuse, equal-generation updates, parent/child identity, inventory/container mutations, Hidden, delete/recreate, and portal teardown match current traces; App has no server-GUID ownership.

J4 — chat, inventory, magic, and gameplay-state services

  • Move canonical chat history/channel state, inventory transactions, spell and component state, enchantments, vitals, skills/attributes, and gameplay cooldown state by coherent owner groups.
  • Keep retained panel layout, text shaping, icons, paperdoll rendering, and status-bar presentation in App.
  • Route plugins and future bots through the same typed command/event surface as graphical UI.

Gate: deterministic command/response traces and graphical ViewModel revisions match; no Runtime type references UI abstractions.

J5 — movement, physics, interaction, and combat group

  • Move presentation-free movement interpretation, authoritative/predicted physics state, selection identity, approach/use transactions, combat intent, projectiles, and outbound movement cadence.
  • Replace input and camera dependencies with typed commands and runtime views.
  • Keep camera, mouse look, selection markers/highlight, combat/spell bars, animated pose composition, sounds, and particles in App.
  • Share immutable flat collision content while retaining per-session transition scratch.

Gate: bit-identical collision/trajectory fixtures, target-facing and auto-approach traces, outbound packet timing, combat/magic commands, and graphical feel gates remain unchanged.

J6 — world, portal, environment, and projection handshake

  • Move authoritative teleport/session cell identity, world clock, weather state, and reveal-generation state required by gameplay.
  • Keep streaming publication, terrain/EnvCell rendering, portal tunnel, materialization VFX, sky drawing, audio, and UI in App.
  • Define the destination-ready/withdrawal acknowledgements between Runtime and the graphical or headless host without making visual readiness gameplay authority.

Gate: fresh login, repeated recall/portal, world edge, dungeon, reconnect, and mid-portal disconnect traces match; the graphical screenshots remain accepted.

J7 — one GameRuntime composition root

  • Compose all moved lifetime groups into one instance-scoped GameRuntime.
  • Make GameWindow/App own exactly one Runtime instance plus presentation adapters.
  • Delete temporary direct-owner adapters and every superseded App production path.
  • Register all Runtime and App projection owners with structural acquisition leases and the exact teardown transaction.

Gate: graphical connected lifecycle/resource routes pass with no mirrored state, no extra update latency, and no performance regression.

J8 — no-window integration and Slice J closeout

  • Build a transport/content test host that constructs Runtime directly.
  • Connect, enter world, receive chat/inventory/world updates, move, use, fight/cast through deterministic fixtures, portal, log out, reconnect, and tear down without loading App/Silk/OpenAL/UI.
  • Add cancellation, failure injection, same-process multiple-instance isolation, credential-safe diagnostics, and zero-presentation-allocation gates.
  • Update architecture, milestone, roadmap, issue/divergence ledgers, and durable memory.

Final gate: Release build/full tests, connected graphical route, no-window integration, resource teardown, packet/order/timing parity, and the user visual matrix all pass. Slice K may then build the Linux multi-session host without another gameplay extraction.

5. Commit order

  1. arch(runtime): establish presentation-independent boundary
  2. feat(runtime): define borrowed views commands and ordered events
  3. refactor(runtime): move session lifetime and ordered transport
  4. refactor(runtime): move canonical entity and property ownership
  5. refactor(runtime): move gameplay state services
  6. refactor(runtime): move movement physics interaction and combat
  7. refactor(runtime): separate world authority from presentation
  8. refactor(runtime): compose one graphical game runtime
  9. test(runtime): close no-window parity and teardown

Each commit is independently buildable and retains an exact rollback command in this plan before its connected gate.