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>
121 lines
4.9 KiB
Markdown
121 lines
4.9 KiB
Markdown
# Slice I7 — flat collision closeout
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## Result
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Modern Runtime Slice I is complete. Production collision consumes the
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immutable prepared flat representation exclusively, per-resolve scratch is
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retained and reset-complete, and no parsed DAT collision graph remains in
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stable gameplay state.
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The two production cutover commits are:
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- flat-authoritative traversal:
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`068a06518dd710ca5e7f166754cbb7789ca1ed0f`;
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- parsed-graph removal:
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`82f8d4f82e24ad85042ac3e25c4f6464bebce758`.
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Exact rollback commands:
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```text
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git revert 82f8d4f82e24ad85042ac3e25c4f6464bebce758
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git revert 068a06518dd710ca5e7f166754cbb7789ca1ed0f
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```
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Revert graph removal first. Do not revert the I3 prepared-package, I4
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flat-traversal, or I5 publication work unless evidence implicates those
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layers.
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## Production ownership after removal
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- `PhysicsDataCache` publishes immutable flat GfxObj, Setup, CellStruct, and
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EnvCell topology records directly.
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- Stable `GpuWorldState` strips temporary `PhysicsDatBundle` source material.
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- Near `LandblockBuild` payloads discard Environment/GfxObj raw collision
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graphs after their immutable flat closure is built.
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- Live objects publish through the same strict prepared source.
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- Graph constructors remain only as explicit test, bake, and equivalence
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oracles. Production has no graph fallback and no sampled referee.
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- The single validated `acdream.pak` mmap remains the production render and
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collision source.
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This is a storage/ownership change only. Collision comparisons, traversal
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order, source float bits, retail thresholds, cell semantics, and authoritative
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game behavior did not change.
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The retail divergence register was audited. No row was added or retired:
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Slice I changes the representation and lifetime of already ported collision
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data without introducing a behavior deviation.
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## Automated evidence
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- Release build: pass with zero errors and zero warnings.
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- Complete Release solution: 8,413 passed / 5 skipped.
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- Focused Core collision, doors, doorway, cellar/ramp, jump, projectile, and
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allocation gate: 154 passed.
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- Focused App camera/projectile gate: 47 passed.
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- Player, grounded walkable publication, remote, projectile, and camera
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profiles: 0 B/resolve.
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- Direct flat `CellSurface`, walkable-plane, behaviorless-cell, stable-state
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stripping, and production graph-residency fixtures pass.
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## Connected lifecycle/reconnect gate
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Report:
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`logs/connected-world-gate-20260725-182242/report.json` in the exact-binary
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gate worktree.
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- Source and binary:
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`82f8d4f82e24ad85042ac3e25c4f6464bebce758`.
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- Result: PASS; two graceful exits; zero failures.
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- Six capped checkpoints plus one fresh-process uncapped reconnect passed.
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- Parsed collision graph counts were `0/0/0` at every checkpoint.
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- Flat GfxObj/Setup/cell residency remained populated, including:
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- capped login: `168/112/71`;
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- Rynthid: `384/262/790`;
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- Facility Hub: `436/272/279`;
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- Holtburg after dungeon: `761/415/531`;
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- fresh uncapped reconnect: `167/103/59`.
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- Publication, retirement, upload, warmup, and class backlogs converged.
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The 25 world-edge misses are the route's existing expected diagnostic, not a
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new collision failure.
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## Connected canonical nine-stop gate
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Report:
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`logs/connected-r6-soak-20260725-182823.report.json` in the exact-binary gate
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worktree.
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- Result: PASS; graceful exit; zero failures.
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- All nine portal checkpoints materialized and stabilized.
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- Parsed collision graph counts were `0/0/0` at all nine checkpoints.
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- Flat cell residency covered Caul, Sawato, Rynthid, Aerlinthe, and Holtburg,
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including 790 cells at Rynthid and 531 at Holtburg.
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- Movement, jump/fall, combat/projectile, portal, dungeon, revisit, and
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authoritative server-echo checks passed.
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- Final publication, retirement, worker, destination, control, unload,
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near/far, staged-upload, and composite-warmup backlogs were zero.
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The known route warnings were limited to a Caul visible-workload delta of two,
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an eleven-particle plateau delta, 32 optional missing-DAT VFX diagnostics, and
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the 25 expected world-edge misses.
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## Measurement boundary
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The user accepted collision correctness under RDP. The RDP nine-stop route
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also showed a bounded final plateau near 1.93 GiB working set while carrying
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observer/automation state, below the earlier dual-representation diagnostic
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route's roughly 2.06 GiB final Caul working set. Those are not controlled
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ordinary-client measurements, so no exact performance percentage is claimed.
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Absolute post-removal CPU, GPU, frame-time, and ordinary-process memory
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comparison remains deferred to the next physical-display performance pass.
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That deferral does not weaken the deterministic, connected, ownership, or
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resource-lifetime acceptance above.
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## Next execution point
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Slice J1 begins the borrowed-view, typed-command, ordered-event, clock, and
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lifecycle contract layer in `AcDream.Runtime`. It must adapt the current
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canonical owners first; it may not create a second gameplay world or add a
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frame of graphical input latency.
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