acdream/docs/plans/2026-07-24-modern-runtime-slices-f-g-render-scene.md
Erik bb1f4a64bf fix(rendering): restore equipped scene projections on pose
Treat the equipped-child controller's composed-pose callback as the authoritative attached projection presence edge. Portal transit can withdraw presentation while retaining the accepted parent relation, so the first destination pose must register the child again.

Release gate: 3,734 App tests / 3 skips; 8,218 complete-solution tests / 5 skips.

Co-Authored-By: OpenAI Codex <codex@openai.com>
2026-07-24 23:11:48 +02:00

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# Modern Runtime Slices F/G — Incremental Render Scene and Delta Submission
**Date:** 2026-07-24
**Status:** approved 2026-07-24; Slice F active
**Program:** `docs/plans/2026-07-24-modern-runtime-architecture.md`
**Baseline:** Slice E closeout commits `91e82c3c` and `e7d9d6fa`
**Behavior contract:** no change to pixels, view distance, particles, PView
visibility, clipping, draw order, selection, lighting, animation, or
retail-faithful gameplay
## 0. Execution ledger
| Unit | State | Evidence / rollback |
|---|---|---|
| F0a — partition-input referee | complete | Diagnostic-only `CurrentRenderSceneOracle`; no production draw decision changed. |
| F0b — survivor/dispatcher/selection referee | complete | Exact PView routes, dispatcher candidates and final group payloads, material/alpha/clip/light/selection fields, and accepted picking parts. Release gate: 3,690 App tests / 3 skips and 8,174 complete-solution tests / 5 skips. |
| F1 — scene types and contained adapter | complete | `Arch 2.1.0` is pinned in App only behind acdream contracts. Five narrow archetypes, generation/incarnation/sequence gates, borrowed-query invalidation, memory accounting, deterministic digesting, and update-thread enforcement pass 11 focused tests. Release gate: 3,701 App tests / 3 skips and 8,185 complete-solution tests / 5 skips. |
| F2 — static projection journal | complete | Static and EnvCell-shell projections now append ordered deltas only after the final activation receipt and exact detach receipt. Same-landblock rehydrate reconciles retained/new/omitted identities; stale Far completions are inert. Seven focused lifecycle tests pass inside the 3,708-App / 8,192-solution Release gate. The scene remains unconstructed and non-drawing in production. |
| F3 — live/equipped projection | complete | Exact EntityReady/resource teardown, visibility, attachment pose/removal, and active-only final-frame seams now drive generation/incarnation-gated live records. Duplicate CreateObject, pending/loaded rebucket, hidden/appearance, reentrancy, session clear, attachment, and GUID-generation replacement pass 11 focused tests. Production still constructs no render scene. |
| F4 — dynamic indices | complete | The contained scene now maintains outdoor/static, per-cell static/dynamic, special dynamic-route, translucent, selectable, light-candidate, and dirty indices incrementally. Final-frame live/equipped synchronization remains active-only, and active animated statics are synchronized from the scheduler's active workset rather than a resident-world scan. The production scene remains unconstructed and non-drawing. |
| F5 | active — connected redrive | Lifecycle automation now constructs the otherwise-absent non-drawing scene, drains ordered static/live deltas after post-network spatial reconciliation, compares the accepted current partition every 30 rendered frames and at every canonical checkpoint, retains only the first field-level mismatch, and publishes scene/journal/index/memory evidence in checkpoint JSON. The first exact `056bbd4e` capped route passed the harness and graceful-shutdown gates but correctly exposed missing live roots after a same-location Sawato revisit. Root synchronization now recovers ordinary roots from `LiveEntityRuntime`'s canonical active spatial workset while attached children remain callback-authoritative. Immutable selection geometry is fingerprinted once per GfxObj/mesh identity, and retained scene/journal update paths have zero-allocation regression tests. Release is green at 3,733 App tests / 3 skips and 8,217 complete-solution tests / 5 skips; all three connected routes must be redriven before F5 closes. |
| G0G5 | pending | No production consumer has switched. |
The exact pre-F/G runtime rollback anchor remains `e7d9d6fa`. F0 is
non-drawing diagnostic infrastructure and therefore is not a visual-cutover
rollback unit. Each later commit that changes the production draw source is
listed in section 10 before it is offered for a connected gate.
## 1. Decision record
### 1.1 Why this work has a separate approval gate
Slices AE optimized measurement, prepared content, residency, streaming, and
retirement without replacing the renderer's scene model. Slices F/G resume the
MP3 work that the user explicitly deferred on 2026-07-05:
- Slice F introduces a second, render-only projection in non-drawing shadow
mode.
- Slice G makes that projection the renderer's production input and removes the
old whole-world enumeration/partition path.
This is a materially larger regression surface than changing an isolated
scheduler or cache. A wrong cell bucket, incarnation, transform, material
variant, or draw-order classification can produce the historical
stairs/doorway/player-vanish bug classes while still compiling and appearing
faster. The approval gate therefore remains binding.
Approval had to be explicit and recorded as:
> Approved — continue with all slices.
The user supplied that approval on 2026-07-24 after reviewing the post-E
evidence and rewrite risk. Runtime work therefore proceeds from the exact
pre-F/G anchor `e7d9d6fa`.
### 1.2 Post-Slice-E evidence
Physical-local Release captures on exact binary
`91e82c3c6850fcedbf20322b2ecf4fdcd11a2b2a` produced:
| Capture | CPU p50 / p95 / p99 | GPU p50 / p95 / p99 |
|---|---:|---:|
| Uncapped nine-stop | 1.216 / 4.216 / 5.450 ms | 0.725 / 2.486 / 2.666 ms |
| Dense Arwic uncapped | 2.652 / 4.153 / 5.736 ms | 1.576 / 2.504 / 2.662 ms |
Dense Arwic exercised 15,530 entities and 111 animated entities. Its CPU
median is already below the provisional 3.33 ms / 300 FPS target. Therefore:
- F/G is not needed to claim that one provisional median target.
- CPU p95/p99 still exceed GPU p95/p99, leaving measurable CPU headroom.
- The current path still scales with the resident entity population rather
than only with scene changes and visible buckets.
- The expected win is lower CPU utilization, better dense-scene scaling,
lower tail cost, and a clean future snapshot/headless seam.
- A dramatic average-FPS increase is possible but is not promised.
The go/no-go decision is consequently about accepting architectural rewrite
risk for throughput headroom and a cleaner long-term runtime boundary, not
about repairing an existing visual or stability failure.
## 2. Current owner map
| Concern | Current owner | Current cost/contract | F/G treatment |
|---|---|---|---|
| Logical live identity and accepted state | `LiveEntityRuntime` | sole GUID/incarnation authority | unchanged; emits exact projection facts only |
| Spatial landblock membership | `GpuWorldState` | sole loaded/pending bucket authority | unchanged; journals committed render projection deltas |
| Static publication/retirement | `LandblockPresentationPipeline` and retirement coordinator | retained exact Slice-E receipts | append render deltas at existing committed receipt boundaries |
| Live presentation resources | `EntitySpawnAdapter` | exact per-incarnation mesh/composite ownership | unchanged; appearance facts copied into render projection |
| Equipped-child presentation | `EquippedChildRenderController` | final current transform and visibility | copied into equipped projection archetype |
| Static animation | `RetailStaticAnimatingObjectScheduler` | final root transform for active animated statics | active-only synchronization into dynamic transform components |
| Frame camera/root/building facts | `WorldRenderFrameBuilder` | borrowed one-frame facts | retained |
| Retail cell visibility | `PortalVisibilityBuilder` / `RetailPViewRenderer` | retail PView and viewcone oracle | retained without algorithm changes |
| Per-frame entity split | `InteriorEntityPartition` | scans every resident `WorldEntity` | replaced by incremental scene indices in G |
| Visibility walk/classification | `WbDrawDispatcher` | walks entity/mesh pairs and rebuilds instance groups | consumes packed frame candidates and dirty instance ranges in G |
| Alpha order | `RetailAlphaQueue` | shared stable far-to-near ordering | retained |
| Selection | retail selection scene/sink | visible part publication and lighting | same accepted parts and transforms from frame view |
| Lighting | `LightManager` plus dispatcher selection | per-object retail light set | same algorithm over packed bounds |
| GL ownership | `WbMeshAdapter`, texture/residency owners, dispatcher buffers | render-thread only | unchanged |
`GpuWorldState` remains the canonical spatial projection. The new render scene
is a derived, disposable presentation index. It cannot answer gameplay,
network, collision, inventory, interaction, radar, target, or persistence
questions.
## 3. Target boundary
### 3.1 Acdream-owned API
Arch is an implementation detail in `AcDream.App`. No Arch type crosses an
acdream interface, enters Core, or appears in a test fixture outside App.
The boundary is equivalent to:
```csharp
internal interface IRenderScene
{
RenderSceneGeneration Generation { get; }
RenderProjectionCounts Counts { get; }
RenderDeltaApplyResult Apply(ReadOnlySpan<RenderProjectionDelta> deltas);
void SynchronizeDynamicSources(in DynamicProjectionSyncInput input);
RenderSceneDigest BuildDigest(RenderSceneDigestBuffer reuse);
RenderSceneQuery OpenQuery();
void Clear(RenderSceneGeneration replacementGeneration);
}
```
The exact API may split mutation, query, and diagnostics into narrower
interfaces, but these rules are fixed:
- mutation is update-thread only;
- draw receives only a borrowed read/query surface;
- draw cannot call `LiveEntityRuntime`, `GpuWorldState`, or `WorldEntity`
dictionaries;
- Arch entities and `.Value` primitives stay inside the scene implementation;
- all external identities are acdream-owned wrapper types;
- session/world generations are explicit;
- stale incarnation deltas are rejected rather than applied to a reused slot.
### 3.2 Identity
Use distinct wrapper identities:
```text
RenderProjectionId
RenderOwnerIncarnation
RenderSceneGeneration
RenderSpatialBucket
RenderAssetHandle
```
Projection keys are derived presentation identities, not a second gameplay
GUID map:
- static: world generation + canonical landblock + current static entity id;
- live root: current local `WorldEntity.Id` + accepted instance sequence;
- equipped child: parent local id + attachment slot/child local id +
incarnation;
- EnvCell: world generation + cell id.
The scene may keep a source-key-to-projection lookup solely to apply deltas. It
may not expose that lookup as object identity to gameplay consumers.
### 3.3 Component set
Initial packed components:
```text
RenderTransform
PreviousRenderTransform
RenderMeshSet
RenderMaterialVariant
RenderSpatialResidency
RenderWorldBounds
RenderFlags
RenderDegradeState
RenderSortKey
RenderOwnerIncarnation
RenderDirtyMask
```
Archetypes remain narrow:
- outdoor static;
- indoor-cell static;
- live/dynamic root;
- active animated static;
- equipped child;
- translucent/light-bearing variants only where query density justifies them.
Do not attach every component to every projection. Effects, particles, and
lights remain in their existing owners during F/G unless a measured query
benefit and an exact parity fixture justify a packed reference.
### 3.4 Delta journal
One update-thread-owned `RenderProjectionJournal` receives:
```text
Register
UpdateTransform
UpdateAppearance
UpdateFlags
Rebucket
Unregister
ClearGeneration
```
Each delta carries:
- scene generation;
- projection source key;
- exact owner incarnation;
- monotonically increasing journal sequence;
- complete payload for the changed channel.
Rules:
- structural order is exact;
- updates may coalesce only within one host tick, after the most recent
structural edge for the same projection/incarnation;
- register/unregister and generation boundaries never coalesce away;
- unregister of an old incarnation cannot remove its replacement;
- a journal drains fully at the update-to-render boundary;
- any carry-over at frame publication is an invariant failure;
- callback reentrancy appends after the current sequence and cannot invalidate
active iteration;
- no bounded queue or worker thread is introduced in F/G—the accepted host
thread remains the only writer.
### 3.5 Static versus dynamic synchronization
Static projections are change-driven:
- landblock spatial publication registers them once;
- appearance or static-animation membership changes issue explicit deltas;
- rebucket/retirement removes them once.
Dynamic root and equipped-child transforms are synchronized after animation,
physics, remote motion, local-player projection, and attachment transforms
have reached their existing final frame state. The synchronizer walks only
the scene's dynamic/active-animated source registry, compares packed final
facts, and emits updates for changed records. It never scans all resident
statics.
This active-only synchronization is deliberate. Retrofitting presentation
version counters into every simulation setter during F would broaden the
change into gameplay/physics ownership. A later measured slice may replace
the comparison with versioned producers without changing `IRenderScene`.
## 4. Referee before the match
The comparison oracle lands before Arch or shadow storage.
`CurrentRenderSceneOracle` captures the current accepted render input after
PView construction and before dispatcher classification. Its deterministic
digest contains, in stable sort order:
- source/projection identity and incarnation;
- spatial class: outdoor static, cell static, dynamic, equipped;
- canonical landblock and full cell;
- root transform and world bounds;
- mesh ids and part transforms in order;
- material/palette/texture replacement identity;
- draw/ancestor/hidden/translucency/degrade flags;
- active-animation classification;
- PView survivor class and clip-route identity;
- expected selection part ids;
- opaque/alpha classification identity.
The oracle is validated on the current production path first. It must be:
- deterministic across repeated unchanged frames;
- allocation-free when disabled;
- bounded and reusable when enabled;
- independent of dictionary enumeration order;
- continuously sampled during login, portal transit, reveal, movement,
animation, appearance change, and teardown—not only at stable checkpoints.
The oracle does not decide what retail should draw. It records what the
already accepted current path supplies, so F/G cannot silently redefine
parity in favor of the new implementation.
## 5. Slice F — Non-drawing shadow render scene
### F0 — Current-path oracle
1. Add acdream-owned digest/value types and reusable buffers.
2. Capture the current partition and dispatcher candidate identity without
changing draw behavior.
3. Add deterministic unit fixtures for static, dynamic, animated, equipped,
translucent, hidden, duplicate ids across landblocks, and GUID reuse.
4. Extend canonical lifecycle artifacts with digest generation, counts,
mismatch count, journal depth, and scene bytes.
5. Run the current pipeline alone through the canonical route and establish
the referee's own stability.
**Commit gate:** no Arch dependency; identical screenshots; no material
performance regression with comparison disabled.
### F1 — Scene types and contained Arch adapter
1. Verify Arch's current license and selected package API; pin one exact
version in `AcDream.App` only.
2. Add `IRenderScene`, wrapper ids, component structs, query contracts, and
`ArchRenderScene`.
3. Add an architecture test preventing Arch namespaces outside the allowed App
folder and preventing primitive id extraction outside the owner assembly.
4. Add memory accounting for chunks, lookup/index storage, journal buffers,
and retained synchronization sources.
5. Prove create/update/remove/clear and stale-incarnation rejection in pure App
tests.
**Commit gate:** the scene is unbound and non-drawing; full suite green.
**Landed evidence:** the package/API/license decision is recorded in
`docs/research/2026-07-24-arch-render-scene-dependency.md`. Production
composition does not construct `ArchRenderScene`; F1 therefore changes no
runtime path. Source/reflection architecture tests confine all Arch types and
primitive-ID extraction to `AcDream.App/Rendering/Scene/Arch`. Pure App tests
cover every structural/channel operation, generation replacement, stale
incarnation and sequence rejection, borrowed-query invalidation, deterministic
digest order, retained-memory accounting, and cross-thread mutation rejection.
The Release gate is 3,701 App tests / 3 skips and 8,185 complete-solution tests
/ 5 skips.
### F2 — Static projection journal
1. Append Register deltas from the existing final landblock spatial publication
receipt.
2. Append Unregister deltas from the exact retirement/demotion receipt.
3. Preserve owner landblock identity independently of the caller's current
draw landblock—the #119 cache lesson.
4. Mirror indoor cell statics, outdoor statics, scenery, building shells, and
EnvCell projection identity without changing their resource ownership.
5. Make same-landblock rehydrate a reconcile operation: retained identities
update, omitted identities unregister, and new identities register.
6. Clear by exact world generation on login, portal supersession, session
reset, and graceful shutdown.
**Commit gate:** shadow static digest equals the referee over deterministic
publication/retirement permutations.
### F3 — Live and equipped projection journal
1. Register only after the current live record, materialized projection, and
presentation resources have committed.
2. Use exact local id + instance sequence; never server GUID alone.
3. Journal loaded/pending visibility edges without treating rebucket as
logical recreate.
4. Mirror appearance, mesh refs, palette/material variants, draw flags,
ancestor visibility, full cell, and bounds.
5. Mirror equipped children after their current attachment transform update.
6. Unregister exactly once on pickup/parenting/withdraw/delete/session reset,
rejecting callbacks from displaced generations.
**Commit gate:** duplicate CreateObject, reentrant callback, pending-to-loaded,
loaded-to-loaded, hidden, parent/child, delete/recreate, and GUID-reuse tests
have zero leaked or stale projections.
### F4 — Dynamic synchronization and incremental indices
1. Synchronize final current-frame transforms for live roots, active animated
statics, and equipped children.
2. Maintain outdoor-static, per-cell-static, dynamic, translucent, selectable,
light-candidate, and dirty-record indices incrementally.
3. Preserve `InteriorEntityPartition.IsIndoorCellId` semantics.
4. Preserve retail's special dynamic routing:
- outdoor dynamics under an interior root enter the outside stage;
- exit-portal-straddling dynamics may enter both stages;
- out-of-flood indoor dynamics remain members but fail the per-dynamic
viewcone cull.
5. Assert index counts and membership against the current partition every
sampled frame.
**Commit gate:** no whole-static-world synchronization in a steady frame;
unchanged dynamic records emit no update.
### F5 — Continuous shadow comparison
1. Apply the journal and build the shadow digest at the update/render boundary.
2. Compare continuously at a fixed diagnostic cadence and at every canonical
checkpoint.
3. Record the first exact mismatch with both projections and source channel;
never log an unbounded mismatch storm.
4. Run deterministic portal, churn, animation, appearance, hidden, selection,
and teardown tests.
5. Run capped and uncapped nine-stop routes plus dense Arwic on the physical
display.
6. Prove:
- zero mismatches;
- zero stale delta applications;
- zero journal carry-over;
- zero retained old-generation scene state;
- bounded shadow memory;
- no pixel changes because the shadow does not draw.
**Slice F gate:** all evidence above passes before any production consumer is
switched. F may temporarily cost memory and a small amount of CPU in diagnostic
mode; those costs are reported separately and shadow comparison is disabled by
default after its gate.
#### F5 connected-gate correction record
The first physical capped nine-stop route on exact commit `056bbd4e` completed
the harness and graceful shutdown, but the shadow referee rejected the route at
the same-location Sawato revisit. The first mismatch was a missing live root
(`sourceChannel=live`, `field=presence`), while journal pending and rejected
delta counts remained zero. This proved the problem was source-workset
reconciliation rather than a drain failure.
The derived live journal had been synchronizing only records it already
retained. Once a root projection was absent, that loop could not recover it.
The correction sources ordinary world roots from the canonical active spatial
workset already owned by `LiveEntityRuntime`. Attached children deliberately
remain callback-authoritative and are refreshed only while retained, preventing
removed equipment from being resurrected.
The same route also showed that the diagnostic referee was re-hashing immutable
selection polygons and vertices every sampled frame. Geometry fingerprints are
now cached by GfxObj and mesh identity, and all retained projection collection
walks use allocation-free indexed access. Permanent tests cover root recovery,
attachment non-resurrection, cached selection geometry, retained transform
updates, and active animated-static synchronization. The capped, uncapped, and
dense-town routes are all rerun from the corrective commit; no F5 success is
claimed from the rejected `056bbd4e` route.
The next exact capped route on `91463db5` completed all nine stops and shut
down gracefully, but F5 again rejected it. A transition frame reached the
post-render referee with 5,111 pending deltas because the only ordinary drain
was embedded in the spatial reconciler, which is intentionally skipped while
the world is quiesced. Later revisit frames also diverged, but the bounded
first-mismatch recorder correctly retained the earlier journal-ordering fault.
The correction makes scene publication an explicit final update-frame commit
phase after streaming, network, teleport, camera, and every conditional
spatial reconcile. It runs even while world simulation is quiesced. The former
reconciler drain is removed, leaving one ordinary update/render-boundary
publication; session reset retains its separate ordered teardown drain. The
next capped redrive must prove both zero pending deltas and expose or clear any
remaining projection mismatch before uncapped evidence begins.
The exact `9fab1feb` capped route proved the final commit boundary: no pending
or rejected delta mismatch recurred. At Sawato revisit the referee then
preserved the remaining fault as
`sourceChannel=live id=projection:03000000000F4279 field=presence`.
Category counts showed two equipped children missing while every ordinary root
and static projection matched. The equipped controller intentionally removes
child presentation during portal transit without discarding the accepted
parent relation; destination recomposition publishes `ProjectionPoseReady`,
not a second logical `EntityReady`. The live journal incorrectly required the
child to be already retained before accepting that callback. The correction
treats the equipped owner's composed-pose callback as the authoritative
attached-child presence/update edge. A permanent test proves a current
attachment removed for presentation is registered again on its first
destination pose, while passive synchronization still cannot resurrect a
removed attachment. The exact corrected commit must repeat the capped route
before uncapped and dense-town gates.
## 6. Slice G — Frame product and production cutover
### G0 — Borrowed double-buffered frame product
Add two reusable `RenderFrameArena` instances. Building frame N writes the
arena not borrowed by draw N-1 and publishes a generation-stamped
`RenderFrameView`.
The view contains spans/ranges for:
- visible outdoor static candidates;
- visible per-cell static candidates keyed by PView order;
- dynamic candidates;
- final root/part transforms;
- opaque and alpha classification records;
- per-object light sets;
- selection parts and lighting;
- existing PView/clip products by borrowed reference;
- diagnostic counts and source digest.
Rules:
- no extra frame of latency;
- no render thread is introduced;
- a view is invalid after its arena is reused;
- no consumer retains spans across frame completion;
- abort recycles the incomplete arena without publishing it;
- world generation and frame sequence must match at draw.
### G1 — Replace whole-world partition with scene queries
1. Query outdoor statics directly.
2. Query each PView-visible cell bucket in the exact existing far-to-near order.
3. Query the dynamic set once, then apply the existing per-dynamic viewcone and
outside-stage/straddle rules.
4. Preserve look-in cells as a distinct landscape-stage source.
5. Preserve particle-owner filtering against the exact mesh survivor set.
6. Compare the new candidate digest with the old partition without drawing
twice.
**Commit gate:** exact candidate parity through indoor/outdoor transitions,
door apertures, look-ins, non-flooded rooms, and portal straddles.
### G2 — Packed dispatcher input
1. Introduce an acdream-owned `RenderInstanceCandidate` consumed by
`WbDrawDispatcher`.
2. Copy every current `WorldEntity` fact the dispatcher actually uses:
- mesh refs and ordered part transforms;
- root transform;
- owner landblock/cell;
- palette and texture replacement identity;
- hidden/draw/ancestor flags;
- scale, bounds, source setup/gfx id;
- selection owner identity;
- translucency/degrade state.
3. Preserve cache key and invalidation semantics, especially owner landblock
identity and incomplete-mesh retry.
4. Keep Wb/texture/selection/light/alpha owners unchanged.
5. Add old-input/new-input instance-set comparison at the dispatcher boundary.
**Commit gate:** identical instance keys, model matrices, material identities,
clip slots, light sets, selection parts, alpha records, and draw counts.
### G3 — Dirty instance ranges and reusable command storage
1. Retain persistent instance records keyed by projection + mesh part + batch.
2. Rebuild classification only for Register, Appearance, Material, Mesh,
Degrade, or relevant Flags dirtiness.
3. Update transform/light/selection fields through dirty ranges.
4. Reuse MDI command, batch, sort, and alpha scratch storage.
5. Cache static command templates by scene generation and visible-cell set only
after parity proves the simpler indexed path.
6. Keep resource upload and GL retirement on the accepted render thread.
7. Do not add GPU culling, GPU particles, or render-worker jobs in G.
**Commit gate:** warm unchanged frames rebuild no static classification and
allocate no core scene/dispatcher memory.
### G4 — Cutover
1. Run old and new input construction in compare-only mode; draw only the old
path.
2. Fix every mismatch at its source.
3. Switch the single production draw input to `RenderFrameView`.
4. Run instance-set and fixed-camera image comparisons.
5. Obtain the user's connected visual confirmation.
6. Delete:
- production `InteriorEntityPartition` use;
- full `LandblockEntries` walk from normal world draw;
- transition flags and dual-input compare code;
- obsolete static classification rebuild paths.
7. Keep only reusable oracle tooling behind diagnostics/tests.
There is no permanent runtime fallback. A failed gate reverts the cutover
commit; it does not ship a hidden old/new switch.
### G5 — Physical performance and lifecycle gate
Run the exact Slice-E reference matrix:
- capped physical-local nine-stop;
- uncapped physical-local nine-stop;
- pinned dense-Arwic uncapped with stationary turn;
- fresh login, portal/dungeon, same-location revisit, world edge;
- appearance, hidden/unhide, equipped-child changes;
- graceful logout/reconnect;
- rapid generation replacement and GUID reuse.
Report, without changing thresholds:
- CPU/GPU p50/p95/p99/p99.9 and maximum;
- update, PView, scene query, frame build, dispatcher, alpha, and GL stages;
- frame-thread and process allocation;
- scene/chunk/index/journal bytes;
- managed heap, LOH/POH fragmentation, GC pauses;
- tracked CPU/GPU/staging/retiring bytes;
- instance/draw/triangle counts;
- screenshot and instance-set comparison.
## 7. Acceptance matrix
### 7.1 Correctness
- Exact static/live/equipped projection count and digest.
- Exact PView cell order and viewcone behavior.
- Exact outside-stage and portal-straddling dynamic behavior.
- Exact opaque/clip-map/alpha classification and stable alpha order.
- Exact root and part transforms with no one-frame lag.
- Exact hidden, NoDraw, ancestor visibility, and translucency behavior.
- Exact material/palette/texture replacement identity.
- Exact light sets and selection-part placement.
- Exact incarnation behavior across stale updates and GUID reuse.
- Zero replay of logical create/default script/effect work on rebucket.
- Zero draw calls into gameplay/spatial dictionaries.
### 7.2 Resource and lifecycle
- Journal empty at every frame publication.
- No old world generation in scene after replacement converges.
- Scene memory plateaus on third location visit.
- No stale Arch entity handle after removal/reuse.
- No extra mesh/texture/composite owner.
- No unbalanced reference, staged upload, dynamic light, effect, or alpha
record.
- Graceful shutdown drains scene and GL retirement exactly once.
### 7.3 Performance
The program goals remain:
- dense uncapped p50 at or below 3.33 ms, or a newly attributed blocker;
- traversal p99 at or below 16.67 ms;
- no post-warm frame above 33.3 ms without an attributed indivisible/OS event;
- steady update p95 at or below 2 ms;
- core render-scene/dispatcher allocation p50 of zero;
- whole-client steady allocation initially at or below 4 KiB/frame;
- no known exception-as-control-flow site.
Because Slice E already satisfies the dense median target, G must additionally
show one of:
- a statistically meaningful CPU p95/p99 reduction;
- lower CPU utilization at equal uncapped throughput;
- materially improved resident-entity scaling;
- or a documented result that the removed scan was no longer dominant and the
next measured bottleneck belongs to Slice H.
No visual-quality reduction is an acceptable way to pass.
## 8. Commit and review sequence
Each sub-slice is one or more bisectable commits, but a commit may not mix
shadow storage, production cutover, and old-path deletion.
For every commit:
1. inspect the complete diff for authority leakage, stale identity, lifecycle
asymmetry, and allocations;
2. run focused App tests;
3. run `dotnet build AcDream.slnx -c Release`;
4. run the complete Release solution tests before a sub-slice gate;
5. update architecture, roadmap, issues, divergence register, and memory in the
same commit when their truth changes;
6. introduce no retail-divergence row—F/G is performance-only and any visible
difference is a bug.
No substantial feature body enters `GameWindow`. Composition changes live in
`FrameRootComposition`; scene, journal, oracle, synchronization, and frame
product owners live under focused `AcDream.App/Rendering` namespaces.
## 9. Stop/rollback conditions
Stop the current sub-slice and fix the root cause when:
- the shadow digest differs;
- source identity requires a second authoritative GUID map;
- a draw consumer must call back into `LiveEntityRuntime` or `GpuWorldState`;
- delta order cannot represent a reentrant lifecycle edge;
- the new path needs a timer, suppression flag, or retry workaround;
- a screenshot/instance difference cannot be explained;
- the frame product adds a frame of latency;
- memory fails to plateau;
- F/G performance is worse outside explicitly enabled shadow comparison.
The rollback unit is the failing sub-slice commit. Do not retain a permanent
legacy fallback, dual draw, or user-facing renderer switch.
## 10. Approval and rollback state
This plan is approved and active.
- Pre-F/G runtime rollback anchor: `e7d9d6fa`.
- Every production cutover commit is added here and to
`claude-memory/project_render_pipeline_digest.md`.
- Shadow/referee commits precede the production switch and need not be reverted
for a visual mismatch unless they independently change runtime behavior.
- A failed visual gate reverts the exact cutover commit(s); it does not use
`git reset`, discard later evidence, or enable a permanent fallback.