refactor(core): boundary policy as resolved capabilities, not generator-name tests (L42, step 6); R9
ResolvedLayoutSnapshotV3::finalize maps each strate's generator and interface once into capability records (FI gradient air-gap, surface/FI landing support, passage-anchor columns, SW-to-TN floor); ApplyResolvedStrateBoundaryBand and passage composition read those instead of generator kinds. Derived records stay out of canonical JSON, so layout identity is unchanged. Owner hashes identical to L41; fast/medium/full PASS on clean Clang and GCC builds; cost within noise. Research R9 (read-only): player-visible roadmap refresh. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016dhxM43dnWvUu2B5Ph1iG1
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@@ -2215,6 +2215,27 @@ per-sample dispatch path; this migration adds no manager lookup to it. The Unrea
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cannot be compiled in this Linux workspace, so their small source changes still need the Windows
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Unreal build before integration.
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### 8.52 Resolved boundary and landing capabilities — World Assembler M3 L42
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`ResolvedLayoutSnapshotV3::finalize` materializes runtime capability records from the immutable
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strate/interface fields before sampling begins. The upper interface records whether its Gradient FI
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bedrock air gap remains open and whether a SurfaceWorld-to-TunnelNetwork passage gets the special
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landing support profile. Per-strate passage records carry the existing SurfaceWorld landing profile,
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FloatingIslands route-support behavior, and passage-anchor column center policy. Shared boundary and
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passage composition reads these records; it no longer compares generator-kind strings.
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The records are deterministic derivatives of `generator_kind`, `transition_mode`, and the resolved
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adjacent strate, and are omitted from canonical JSON. Those source fields remain in the hashed layout,
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so owner layout IDs and density hashes retain their L41 identity. The upper strate still controls
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Hard/Gradient/Interleaved evaluation; each strate still composes ceiling, content, then breakable
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bedrock. L29 transition samples and the passage-mouth fade arithmetic are unchanged.
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`BindResolvedStratumFields` still tests the resolved generator kind once to bind the concrete
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SurfaceWorld, FloatingIslands, or legacy evaluator. Passage planning in `ResolvedLayoutInternal.h`
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also retains generator-specific anchor and default-mouth placement rules; those are outside the
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shared composition boundary policy. No Unreal source changed. See the L42 report for hashes, tier
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results and paired cost measurements.
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## 9. Multiplayer model (listen-server first, dedicated-friendly)
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> **Status: transport is DESIGN ONLY — nothing is networked in-tree yet** (no `Replicated`/`HasAuthority`/RPCs; a
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