acdream/docs/research/2026-08-02-collision-throughput-handoff/user-observations-feel-test.md
Erik 71604331cf wip(physics): collision O(changed) delta-commit (O1-O3) - ON HOLD, feel-test failed
Publication-throughput rework per the D2 design (docs/research/
2026-08-02-collision-throughput-handoff/design-note.md): O1 per-prefix
installed-key ledgers replacing the seal's full-map scans; O2 per-
landblock delta commit (LandblockReplacementApplyCursor against the
active root) replacing whole-world TransferTo; O3 empty staging root,
commit-time reflood (CObjCell::init_objects 0x0052B420 ->
recalc_cross_cells 0x00515A30), journal/peer-rebase machinery deleted
(~1,900 lines net).

Automated gates green: Runtime 999, Core physics 2,135, App 4,039/3,
Headless 79, complete solution 10,812/0/4; lifecycle gate PASS
(connected-world-gate-20260802-193029). Soak 194423: publication-side
acceptance fully met (37 -> 4 failures, all convergence dims zero,
loadedLandblocks baseline-identical, waitCue 6/9 -> 1/9).

COMMITTED AS WIP ON USER DIRECTION - NOT ACCEPTED. The user feel-test
FAILED on this tree: monsters still pop into existence at close range,
monsters spawned mid-air far ahead, static placements visibly wrong,
plus 243x "Landblock already has a full retirement receipt"
InvalidOperationException catch-retry loop during origin recenter
(launch-feeltest-oclone.log). The 4 remaining soak failures
(pendingLandblockRetirements 131/122 at the Caul->Sawato stops) and the
implementer's "exposed pre-existing" classification are under
re-judgment against that loop. Dual reviews were dispatched and then
stopped mid-flight on user direction; NO review has passed this commit.
Full problem inventory + next-agent instructions:
docs/research/2026-08-02-collision-throughput-handoff/.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 20:06:59 +02:00

1.7 KiB

User feel-test observations — O-slice tree (2026-08-02 ~20:10, uncommitted)

Axioms; they override the gate numbers. Log: launch-feeltest-oclone.log.

  1. MONSTERS STILL POP IN while running past — the O-slice did NOT fix the user-visible symptom despite the soak's publication convergence.
  2. MONSTERS SPAWNED MID-AIR far ahead at a newly-entered area.
  3. STATICS ("stabs") PLACED INCORRECTLY — visibly wrong static placement.
  4. User: "This is not how retail worked. I could see monsters way in front of me."
  5. DOOR APPROACH REGRESSED: using a door no longer walks the character to it first. NOTE: likely a COMMITTED C3c regression, not O-slice — prime suspect is PlayerModeController's conditional MoveTo bind (if (controller.MoveTo is { } moveTo) — the flip only binds approach callbacks IF the Runtime-owned MoveToManager already exists; the legacy path CREATED it via factory at attach). If Runtime's MakeMoveToManager runs after player-mode attach (or never for this flow), MoveToComplete/approach never wires. Triage first in the C3c fix slice; check whether the 175401 gate probe ever exercised a door/use-approach (suspect: no coverage).

SMOKING GUN (log): 243x "streaming: origin-recenter preparation will resume: System.InvalidOperationException: Landblock already has a full retirement receipt." — continuous catch-retry loop during origin recenter. Both reviewers redirected with this; the implementer's "exposed pre-existing" retirement classification is under re-judgment. The catch-and-resume wrapper is itself suspect as a pre-existing symptom-swallower (no-silent-catch rule).

STATUS: O-slice commit ON HOLD until every observation is explained.