docs: end-of-day handoff — 5 of 8 ported, 11 tests green

Rewrites OPSTACK-HANDOFF.md for a fresh context: the port table, what is left in
order, the two things Phase 2 invented that were not in the original design (height
space as a second operator family, and IVoxelBiomeField so ops depend on a capability
rather than the generator), and the method lessons that cost build cycles to learn.

Open items, none blocking: perf (parked by Jahni), C9's library half (no measured
risk), VerticalShafts' pessimistic box verdicts, and ClassifyTile still using
hand-written guards while ClassifyBox sits verified but unconsumed — which is where
the measured tile-skipping would actually become frames.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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# Handoff — VoxelForge operator stack, 2026-07-27
# Handoff — VoxelForge operator stack, 2026-07-27 (end of day 2)
> Paste the block below into a fresh session. Everything it refers to is on disk and in git.
@@ -15,89 +15,92 @@ don't re-derive them.
compile-error spots, and wait.
2. **`OPSTACK-PROGRESS.md` — THE LAST ENTRY FIRST.** Append-only log of what is built vs merely
written. This is the resume point.
3. **`OPSTACK-PLAN.md`** — the plan. §2.5 op taxonomy, §2.6 acceptance bar, §4 phases, §5 invariants.
4. **`OPSTACK-DECOMPOSITION.md`** — all 8 archetypes broken into ops, every param traced. §10.4 is
the port order, §11 the open questions.
5. **`AUDIT-2026-07.md` §C10** — read before touching the Maze equivalence test. Six builds were
spent there; it is parked deliberately.
3. **`OPSTACK-PLAN.md`** — the plan. **§2.6.1 is the current acceptance bar** and supersedes §2.6.
4. **`OPSTACK-DECOMPOSITION.md`** — all 8 archetypes broken into ops. §5 SurfaceWorld, §6 shafts,
§7 islands, §2 TunnelNetwork.
5. **`AUDIT-2026-07.md`** — §C9 is the top open risk (half fixed). **§C10 is SOLVED — don't reopen.**
6. **`CODEMAP.md`** — navigation. Trust symbol names over line numbers.
## Where things stand
## Where things stand — 5 of 8 archetypes ported, 11 tests green
**Phase 0.5 — DONE, green.** Five automation tests, all passing (Session Frontend → Automation,
filter `VoxelForge`): `DensityPurity`, `ClassifyTileSoundness`, `DiffLayerContention`,
`LiveEditInvalidation`, `OpStack.BoxVerdictFold`, `OpStack.MazeEquivalence`. They found and fixed a
real bug (AUDIT C2 — five caches missing `LayoutVersion`).
| Archetype | State |
|---|---|
| `Maze` | ✅ ported, bit-identical, wired |
| `FlatPlain` + `CrystalChamber` | ✅ **one op for both**, bit-identical, wired |
| `SurfaceWorld` | ✅ ported incl. **biome blending**, bit-identical, wired |
| `VerticalShafts` | ✅ ported, bit-identical, wired — **3 ops reused from Maze unchanged** |
| `FloatingIslands` | ❌ next (§7) |
| `Underwater` | ❌ (§8 — TunnelNetwork + a water flag) |
| `TunnelNetwork` | ❌ **LAST**, deliberately — owns `BuildChunkCache`'s two-region window-invariance discipline (§8.4), the most delicate code in the plugin |
**Phase 1 — DONE and verified.** `Maze` decomposes into **seven** ops with no contortion:
`ConstantRock → LatticeCorridor → SdfRoughness → SdfCarve → Spine → Seal → Passage`. Measured:
SDF reproduced **bit for bit**, **zero isosurface crossings** out of 20 000, window-invariant across
worker threads, every box verdict survives brute force, and **23 of 60 tiles proved uniform** where
`ClassifyTile` proves zero for any cave archetype. That last number is the perf case for the whole
refactor, measured rather than argued.
Everything is behind `UVoxelStrateDefinition::bUseOperatorStack`; the ported list lives **only** in
`UVoxelStrateManager::UsesOperatorStackForChunk`. Un-ported archetypes ignore the flag, so ticking it
anywhere is harmless.
**Phase 1 step 3 — WRITTEN, NOT COMPILED.** The stack is wired into `GetDensityAt` behind
`UVoxelStrateDefinition::bUseOperatorStack`, with the ported-archetype list living only in
`UVoxelStrateManager::UsesOperatorStackForChunk()`. **This is the immediate next thing to build.**
## Two things Phase 2 invented that were not in the original design
### The immediate next action
1. **Height space** (`VoxelHeightOp.h`) — a *second operator family*. SurfaceWorld's terrain ops
(cliff/terrace/layer-lines/beach) read and write an **altitude**, not a density: no input Z,
XY-pure per column, neither density nor SDF touched. They do not fit `IVoxelDensityOp`. §0.1 found
density needed a second *channel*; this found terrain needs a second **space**. Bonus: a height
stack *cannot* hold Z-dependent data because there is no Z in the signature — `AUDIT §6.3`'s
hazard became a type error instead of a convention.
2. **`IVoxelBiomeField`** — ops depend on a *capability*, never on `UVoxelGenerator`. The adapter
(`FGeneratorBiomeField`) lives in `VoxelGenerator.cpp`. This is what lets ops become assets in
Phase 3; an op holding a generator pointer never could.
1. I build. Likely error spots: the `else switch` form in `GetDensityAt`, `FVoxelOpStack` as a
`thread_local` (it is move-only, reset by move-assigning a temporary), the new include.
2. Then the **visual A/B**, which is the last thing Phase 1 needs: tick `bUseOperatorStack` on a Maze
strate, regenerate, compare against the same seed with it off. **Pass = recognisably the same
maze** (same corridor scale, connectivity, feel). That is `OPSTACK-PLAN §2.6`'s bar — judged on a
screenshot, not a diff.
3. Then **Phase 2**, starting with the cheapest win: `FlatPlain` + `CrystalChamber` collapse into one
op (`OPSTACK-DECOMPOSITION §3`). Ask me §3.1 first — whether the slab floor noise's Z term is
intentional; if it can go, both archetypes become XY-pure and start skipping tiles.
## What is left, in the order I'd do it
1. **`FloatingIslands`** (§7) — next port.
2. **`Underwater`** (§8) — TunnelNetwork + a flag; fold in once TunnelNetwork is done.
3. **`TunnelNetwork`** (§2) — last, and take §8.4's window-invariance discipline seriously.
4. **PERF — deliberately parked by Jahni until the transition is complete.** Generation is measurably
slower on the op path. One cause found and fixed (the column memo was discarding itself every
chunk). Remaining suspects in order: the hashed column lookup vs. `GSurfColCache`'s direct-indexed
box, then per-voxel virtual dispatch. **Measure before optimising** — that is the C10 lesson.
5. **`AUDIT §C9` library half** — `FPSemantics = Precise` fixed the compiler half; `sinf`/`cosf` are
not IEEE-754 specified, so MSVC's CRT and glibc's libm can still differ. Currently **0 samples
within 1e-6 of the isosurface**, i.e. no measured risk. If it ever must be zero *by construction*,
the fix is a deterministic in-house sin/cos, not a build flag. Also: run
`CrossPlatformDigest` on Linux and compare the SHAPE digest, then pin it.
6. **VerticalShafts proves 0 of 60 tiles** (Maze 23, slabs 36-40). Pessimistic, not wrong: its
`EffectOverBox` returns `CarveOnly` whenever any shaft is within a `Spacing*1.6` halo instead of
testing real connector capsules. Lost CPU, never a hole.
7. **`ClassifyTile` still uses hand-written guards.** `ClassifyBox` exists and is brute-force verified
per archetype, but **nothing consumes it in production yet**. That is where the measured
tile-skipping (23 / 36 / 40 of 60, against today's zero) actually turns into frames — arguably the
biggest single win still on the table.
## Hard rules that prevent real bugs
- **Density sign:** negative = solid, positive = air *at the mesher*. Inside the op stack the
convention is INTERNAL (**positive = solid**), negated once by the caller. The SDF channel uses
standard SDF convention, so `min()` means opposite things on the two channels. This is the #1
source of confusion in the plugin — `VoxelDensityOp.h` explains it.
- **Never run both density paths in one world**, and never compare them for equality (§C10).
- Every cache key includes `LayoutVersion`; `ProcessQueue` stays `EQueueMode::Mpsc`; `Epoch` carries
through every async path; don't "optimize" the `ARCHITECTURE §8.10` perf invariants.
- Never edit `Binaries/`, `Intermediate/`, `*.generated.h`. Comments are French + English — match the
surrounding file.
- Commit per coherent unit with a real message. Never push. `main` is the known-good fallback.
- Update `CODEMAP §3` for new/renamed symbols, `ARCHITECTURE §8` for design changes, tick phases in
`OPSTACK-PLAN.md`, and append to `OPSTACK-PROGRESS.md`.
- **Density sign:** negative = solid at the mesher. Inside the op stack the convention is INTERNAL
(**positive = solid**), negated once by the caller. The SDF channel uses standard SDF convention.
- **Never run both density paths in one world.**
- **The acceptance bar is `§2.6.1`:** *same seed ⇒ same world on every peer*. Resemblance to the
pre-refactor world is **not** required. The equivalence tests are **port-correctness oracles**, not
fidelity checks — keep them for that reason.
- **Every cache key includes `LayoutVersion` AND the params.** See the §C2 note and the overhang
regression of 2026-07-27, where omitting the params silently deleted the overhang and only 1 sample
in 20 000 crossed the isosurface.
- `ProcessQueue` stays `EQueueMode::Mpsc`; `Epoch` carries through every async path; don't "optimize"
the `ARCHITECTURE §8.10` invariants.
- Commit per coherent unit with a real message. **Never push.** `main` is the known-good fallback.
- Update `CODEMAP §3`, `ARCHITECTURE §8`, tick `OPSTACK-PLAN`, append to `OPSTACK-PROGRESS.md`.
## ⚠️ The lesson from this session — it cost six builds
## Method lessons this refactor actually paid for
Chasing a 1-ULP difference in the Maze port, I proposed **five** hypotheses and every one was refuted
by measurement: the `FVector` round-trip, a transcription slip, `/fp:fast` across translation units,
inlining context, and compile-time-constant vs runtime parameters. Each was plausible. Each cost a
build. What actually produced information was instrumenting — a bisect, a three-way comparison, a
variable-isolation harness.
Worse, twice I reasoned confidently from a premise I hadn't checked (a build flag that had landed in
the wrong module; a comparison that was circular by construction and could not fail).
**So: on any numeric discrepancy, instrument before hypothesising, and verify the premise before
reasoning from it.** And know when to stop — Jahni called it, correctly, once the port was proven
correct on every axis that affects the game and only the last rounding was unexplained.
## New this session: 39 Unreal skills are installed
`.claude/skills/<name>/SKILL.md` — they were nested one level too deep and invisible; now flattened
and loading. Directly relevant: `automation-and-testing`, `coding-standards`,
`module-and-build-system` (covers `PCHUsage` / shared PCH / IWYU — the exact thing that blocked
§C10's settling experiment), `game-thread-performance`, `memory-and-gc`, `navigating-engine-source`.
**Use them** — the one that would have explained the shared-PCH failure was sitting in the repo,
undiscovered, while I worked it out the slow way.
## Known open items, deliberately not done
- **AUDIT C1** — unbounded `SeedF`, one line at six sites. Dormant at small seeds; applying it
re-rolls the world's noise and forces a re-tune, so it wants its own build. **Still a real bug.**
- **IWYU debt** — seven headers use engine types they never include; the plugin only compiles because
of the shared PCH. Blocks `FPSemantics` experiments. Worth clearing on its own terms.
- **AUDIT C10** — the parked ULP residue. Read it before reopening; five hypotheses are already
refuted in a table there.
- `OPSTACK-DECOMPOSITION §11` — five design questions for me, most importantly whether the two-channel
`Eval` (already implemented) stays.
- **Instrument before hypothesising.** §C10 cost six builds and five refuted hypotheses, then was
solved for free by a build setting changed for an unrelated reason. Park a question whose
consequences are measured and benign.
- **Verify the premise before reasoning from it.** Twice, a confident chain rested on an unchecked
assumption, and twice the check reversed the answer — C1's *documented* fix was wrong, and "C9's
risk is gone after FPSemantics" was wrong.
- **A test that prints nothing on success is indistinguishable from one that never ran.** Report
coverage counts, not just failures. This bit three times before it stuck.
- **A perf change can be a correctness change.** The column-memo optimisation silently deleted the
overhang; the test suite caught it the same day. This is the concrete answer to "why all these
tests" — the failure was invisible to inspection and produced plausible terrain.
- **When inserting a class into `VoxelDensityOpStack.cpp` / `VoxelHeightOpStack.cpp`, put it ABOVE
the labelled end of the anonymous namespace.** Anchoring on the FACTORIES banner puts it outside,
and the brace added with it closes nothing. Made that mistake twice; both files now say so at the
exact line.