Sol High investigated with Luna xHigh sub-agents; two approaches built in
isolated worktrees, main tree untouched.
Two corrections to my own assertions:
1. "One un-ticked neighbouring strate kills boundary tiles" is WRONG.
UsesOperatorStackForChunk depends only on ChunkCoord.Z, and ClassifyTile's
earlier Z loop already required the predicate for every sampled cave Z within
one slot -- so the later XYZ sweep is redundant, not over-strict. Removing it
unlocks nothing; boundary tiles still fail the one-slot/type/params guards,
correctly.
2. I falsely wrote that VF-03's fixture citation was fabricated. It exists
(VoxelForgeTestFixture.h ~134/146, explicit about CP_UseOpStack
contamination). I had read only the 30-line header and asserted a negative
from a partial read. Header corrected. VF-03's core claim is now CONFIRMED:
GetDensityAt keys thread_local CP_* by (ChunkCoord, LayoutVersion) with no
world identity, and every manager's version starts equal.
Also: the Cave Bail Not Op Stack counter I specced is ambiguous -- it fires
before the different-slot attribution, so it cannot distinguish "flown slot
un-ticked" from "boundary tile met an un-ticked slot first". My 80% reading was
over-confident. Same defect I fixed for TilesSkippedAllSolid, reintroduced one
layer down.
Approach A recommended (explicit opt-in + six-box LRU) over B (code-enforced
cutover): the code does not justify weakening ClassifyTile, and B would delete
the flag, which is the only same-route A/B lever available to prove the
refactor. Narrow A's warning to cave archetypes before adopting.
Nothing built. Worktrees left in place for review.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
VF-01 CONFIRMED and it is the most serious find of the day. Initialize does
StrateLayout.Empty() and Passages.Empty()/Add() -- freeing and reallocating both
-- with no lock, barrier or drain anywhere in that file, while worker threads
read the same arrays through AnyPassageNearBox (:460), EvaluateModifierSDF and
FindSlotIndexForChunkZ, reached from GetDensityAt/ClassifyTile. RegenerateAllChunks
bumps the epoch AFTER the mutation, so previous-epoch workers are live during it;
the epoch rejects a finished result, it cannot make a read of a freed allocation
safe. Same class already fixed once here: DiffLayer.ChunkMods got ModsLock after
a carve-vs-stream AV. The dangerous call site is OnObjectModifiedInEditor, which
fires automatically on a strate asset edit while streaming -- routine here.
VF-10 confirmed real (74 fields, per near-surface sample) but Sol missed the
conclusion: the copy is INHERITED from GetDensityWithParams, so both paths pay it
and it does NOT explain the op-stack regression. The op stack improved it by
memoising across eleven detail ops. Future optimisation, not the answer.
Deliberately NOT fixing VF-01 now. Four code changes are stacked unbuilt and
three have "nothing should move" as their acceptance signal; a fifth change to
streaming lifecycle would make an odd build result unattributable. The three
fix options (drain / snapshot / RWLock) trade a possible crash for an editor
hitch or hot-path lock traffic -- a product decision, not an agent's.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Third instance of the same class, and the worst one -- found by the Sol-High
read-only audit (VF-05) and verified against the code before acting.
MaxInfluence, RoomZBuffer and EvaluateSDF's Margin all derive from
MaxRoomRadius / TunnelMaxRadius, while the radii are Lerp(Min, Max, hash), which
yields up to max(Min, Max). A room able to reach a chunk can therefore sit in a
cell the collect region never visited.
Worse than the two fixed earlier today because:
- it is TunnelNetwork, the largest archetype;
- BuildChunkCache is called by BOTH density paths (FRoomGraphSource calls it
rather than transcribing it), so this was never an op-stack bug -- it is in
the shipped original code and always has been;
- the failure mode is a window-invariance break (ARCHITECTURE 8.4): whether a
room exists depends on which chunk you queried from, which in multiplayer
means two peers generate different geometry from the same seed.
Four bound sites now use RoomRadiusEnvelope / TunnelRadiusEnvelope; the two
duplicated copies of the formula still compute the identical expression. No
Lerp, placement, hash or bStore line changed -- with correctly ordered params
max(Min,Max) == Max, so this is bit-identical. A no-op at correct values is the
acceptance signal.
Also adds a reviewer's header to AUDIT-2026-08-CODEX.md marking which findings I
verified (VF-05 confirmed, VF-02 premise confirmed, VF-03 evidence overstated --
its cited fixture corroboration does not exist) and which are unverified leads.
Not built -- Jahni builds.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>