acdream/docs/research/2026-09-01-overhaul/s3-walk-ownership-map.md
Erik b62dbf035c tools(walk-oracle): capture the per-land-cell draw order (LC/SC lines) for S3 chunk 3
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 06:31:54 +02:00

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S3 — Walk: exact PView views, leaf admission, and interleave — ownership map and chunk plan

Status: DRAFT packet written 2026-09-03 at the S2 closeout, BEFORE the owner's §7 capture session. Every retail claim below is decomp-verified (named pseudo-C + Ghidra bridge, cited by address); the capture session adds the per-frame TRANSCRIPT the automated gate needs and may amend §3 (marked "capture-owned"). Nothing in this packet is implemented yet.

Plan: docs/plans/2026-09-01-campaign-overhaul-world-solidity.md §9 S3. Binding inputs: oh1-retail-world-contract.md §4§5 (view/frame order), oh1-built-mesh-view-contract.md (caller order, stamps, direct answers, binding constraints), 2026-08-30-fw-flood-pseudocode-appendix.md, the FW plan's verified seam map (docs/plans/2026-08-30-campaign-fw-frame-walk.md §"Verified seam map"), and S2's ownership truth (s2-membership-ownership-map.md §9: the registry is the only membership source; the walk reads GetRetailPartEntriesInCell).

1. What S3 changes (behavior)

WalkPView owns retail's exact per-frame state — the portal-view lists, the view/update counts, the todo order, the draw list, and the stamps — and each content category follows its retail leaf rule. Terrain is emitted as ordered landcell events interleaved with buildings and object lists in retail far-to-near order. DrawBuilding is one semantic sequence. The "all terrain first" simplification and every generic GPU clip rule that retail does not have are deleted. S3 ships no evidence infrastructure beyond the one print-only transcript emitter its own gate consumes (rule §5).

2. Retail truth (decomp-verified; addresses are the Sept 2013 build)

Retail function Address What it decides Verified in
PView::InitCell / InsCellTodoList (walk root; see flood appendix) seeds the flood from the viewer cell, orders the todo list flood appendix
PView::ClipPortals / AddViewToPortals / ConstructView PView::GetClip → polyClipFinish @0x006B6D00 builds CHILD VIEWS by polygon-clipping PORTAL polygons — the only polygon clip in the walk built-mesh contract §"What polygon-clips?"
Render::copy_view 0x0054dfc0 copies the view polygon, derives edge planes (0x48 semantic fields, prune, cap 31) built-mesh contract ledger
Render::set_view 0x0054d0e0 installs the view in render globals; NO scissor, NO general mesh clip idem
Render::obj_view_set 0x0054b9b0 transforms the active planes/sphere through FrameCurrent, publishes local_object_center/radius idem (side effects unrepresented — Medium row)
Render::viewconeCheck 0x0054c250 the ordinary sphere admission: strict-outside / inclusive-partial WalkVisibilityMath pins
CPhysicsPart::Draw 0x0050d7a0 outer part-stamp skip (+0xdc vs device +0xb0); force bypasses; local player bypasses the inner stamp idem
RenderDeviceD3D::DrawMeshInternal 0x0059f360 first admitted view stamps the non-player part and submits the WHOLE eligible mesh once; later views return idem
RenderDeviceD3D::DrawEnvCell 0x0059f170 no sphere admission; cell stamp (+0x130) gate; whole shell once per stamp idem
RenderDeviceD3D::DrawBuilding 0x0059f2a0 detail state → FlushAlphaList(0)CPhysicsPart::Draw(part,1) portal-only BSP pass → flag → Draw(part,0) ordinary shell idem
PView::DrawCells 0x005a4840 outside-view branch (sunlight, LScape::draw, alpha flush, device-stamp advance @0x005a4886, counter consume/clear, exit seals) then reverse shells (CEnvCell::setup_view @0x0052c430 per live view + DrawEnvCell) then reverse object lists (DrawObjCellForDummies) retail-world contract §5.2
LScape::draw_check_blocks / landcell_check / grab_visible_cells / draw / calc_draw_order (landscape walk) admitted land cells in retail FAR-TO-NEAR order; per admitted cell DrawLandCell THEN DrawSortCell (building pass / look-in / shell / object turn) retail-world contract §5.2; capture-owned: the exact calc_draw_order sequence at the four poses
DrawObjCellForDummies (object-list path) installs the cell's top portal_view_type as PortalList, walks the cell's shadow part list (CShadowPart::insertion_sort by CYpt) and draws each part through the view loop built-mesh contract §"object-list path"

Facts already PROVED and binding (do not re-derive, do not weaken):

  • the built cell shell is stamped and submitted whole once after Boolean admission;
  • portal polygons, not built meshes, are polygon-clipped;
  • DrawCells draws all shells then all object lists, both in reverse draw-list order, views ascending;
  • device, cell-shell and part stamps persist with the local-player bypass;
  • the "first view clips the shell" hypothesis is RETIRED.

3. Current acdream owners (functions, not line numbers — re-locate at chunk time)

Retail mechanism Current owner Assessment (from the built-mesh comparison at eaea8776, re-checked against c94a1a40 file list) S3 action
view polygon / planes WalkViews strong match keep; pin
viewcone sense WalkVisibilityMath exact keep
flood + todo order WalkFrameDriver (flood turns, VisitedCells, OnLandscape) order proven for shells/objects; _skyDrawnThisFrame is a PROXY for retail's outside_view.view_count != 0 chunk 2 replaces the proxy with the real outside-view count
whole-mesh admission at slot 0 WbDrawDispatcher.WalkClassify (ResolveWalkLightSet, part stamps, RetailWholeMeshSlot) correct keep; chunk 4 deletes the still-translated clip slots per category
part stamp identity (RenderProjectionId, PartIndex) retail identity is the CPhysicsPart*; S2 made per-cell membership registry-borrowed, so one logical part now reaches the classifier from EVERY cell it is in with the SAME projection id — the identity audit the contract asked for is now structurally answered; pin it chunk 2 pin
cell shell once per stamp + mid-frame re-arm WalkFrameDriver shell loop, RetailPViewPassExecutor.WalkLeaf correct keep; re-arm gate moves to the real outside-view count
building sequence WalkFrameDriver building turn, RetailFrameWalk matches alpha barrier → portal pass → shell keep; pin as ONE sequence
terrain emission RetailPViewPassExecutor landscape stage (whole-stage terrain event before building/object turns) DIVERGES: retail is DrawLandCell then DrawSortCell PER admitted land cell, far-to-near chunk 3
landscape leaf's use of the installed outside-view list TerrainModernRenderer visible cells + WalkFrameDriver.VisitedLandscapeCellIds top-level ownership proven; per-leaf pixel use is an S3 audit item chunk 3 audit (bounded: one pose)
generic GPU clip rules for categories retail never clips Vulkan clip slots on look-in / straddling / building categories (RetailPViewPassExecutor, UseIndoorMembershipOnlyRouting) retail clips only portal polygons chunk 4 delete, with a CPU/GPU equivalence pin for any category that must keep a translated clip
obj_view_set side effects not represented (world-space sphere vs captured planes) mathematically aligned for affine transforms out of S3 unless the capture shows a consumer
missing SelectionSphere fallback "any view → whole mesh" not a retail branch keep as a corruption fallback, outside parity claims (register row if it survives S5)

4. Chunks (bounded; one Sonnet agent each; stop on a third round)

Chunk 1 — transcript emitter + parser + fixture import (needs §7 captures). One print-only flag (documented in docs/launch-options.md in the same commit) emits the OH line kinds the capture templates produce (tools/walk-oracle/oh/*.template: walk / parts / alpha-depth) from the production walk; the existing FW0-style test-side parser is extended for the new kinds; the four captured pose logs are imported as fixtures. Gate: the emitter's lines parse with the same parser as the retail logs; NO validator, NO canonical JSONL (rule §5, feedback-evidence-infrastructure-sink). BLOCKED until the owner runs the capture session.

Chunk 2 — exact PView state. WalkPView (new, App/Rendering/Walk) owns: the live view list per cell (retail portal_view_type lists), the outside-view count, the view/update counts, the todo order, the draw list and the two stamps. _skyDrawnThisFrame and every other proxy for outside_view.view_count != 0 is replaced by the real count. Per-category leaf contract pinned: whole-once (built shell), Boolean sphere (ordinary part), actual polygon clip (portal polygons only), repeated submission (local player). Part identity pin: the same logical part reached from two cells classifies once per stamp. Can start before the capture (decomp oracle); the capture confirms.

Chunk 3 — interleave. Terrain becomes ordered landcell events: for each admitted land cell in retail far-to-near order, DrawLandCell (that cell's terrain range) then DrawSortCell (building pass 1 / look-in work / building shell / land-cell object turn). Per-landcell terrain ranges come from the existing terrain mesh layout (index ranges per landcell — verify TerrainModernRenderer exposes them; if not, the chunk adds the range table at bake/upload time, not a per-frame rebuild). The whole-stage terrain event is deleted in chunk 4, not here (two-step so the pixel gate can bisect). Gate: terrain pixels/mesh counts unchanged when no interleave is present; dense-outdoor p50/p99 recorded before/after.

Chunk 4 — deletions. The whole-stage terrain event; the generic clip rules on categories retail never clips (Vulkan clip slots removed from those categories); any residual "first view clips the shell" code path. Gate: no duplicate draw of a stamped part across a pan/zoom replay; membership/draw count changes only at a retail view boundary.

5. Review (one Opus retail lens + one shader/perf lens at the S3 boundary)

  • retail lens on every stamp/view loop branch and on the call order against the capture transcript and the decomp;
  • shader review of clip-space sign, y inversion, W plane, plane count and scissor for the categories that KEEP a translated clip;
  • performance review: the command-count increase from interleaving is measured (dense outdoor p50/p99), not hidden by reordering. Lead verifies every finding against the source before an edit (S2 precedent: 19 findings, 4 blocking, all real; see s2-membership-ownership-map.md §9).

6. Automated gate (S3 has no standalone owner gate; folds into G3)

  • transcript equality with the §7 captures at the captured depth for all four poses plus the FW0 still fixtures;
  • tests distinguish whole-shell-once, Boolean part admission and actual polygon clipping;
  • pan/zoom replay changes membership/draw count only at a retail view boundary;
  • no duplicate draw of a stamped part;
  • terrain pixels/mesh counts unchanged when no interleave is present;
  • self-gate route (tools/overhaul-selfgate/) at the three owner poses + the four capture poses, pixel-diffed against the G2 candidate run logs/selfgate-20260903-010022-s2-review-fixes-3 — the per-region diff, not the eye, is the verdict (feedback-deleted-fallback-carried-population).

7. Open questions for the capture session (ask for exactly these two)

  1. LScape::calc_draw_order sequence at each of the four poses (far-to-near land cell order) — chunk 3's oracle. Captured by the walk template's LC/SC lines (added 2026-09-03: RenderDeviceD3D::DrawLandCell 0x0059f120 / DrawSortCell 0x0059f140, one line per call with the cell's m_DID).
  2. Per-frame outside_view.view_count and the device-stamp advance count at each pose — chunk 2's oracle for the re-arm gate.