Commit Graph

82 Commits

Author SHA1 Message Date
Fr0zka 921a9fb666 feat: height-space operator family — SurfaceWorld step 1, and C10 is solved
Maze and Slab now report BIT-IDENTICAL: FPSemantics = Precise, set for
cross-platform play, dissolved the ULP residue. Hypothesis 3 had the right
mechanism all along — under /fp:fast the compiler transforms by surrounding
context with no isolable axis, which is exactly why five one-variable experiments
all came back negative. Removing the permission removed the difference. Nobody
solved C10; C9 got fixed for an unrelated reason and C10 fell out of it.

SurfaceWorld step 1 forced an architectural decision. DECOMPOSITION section 5 notes
the height ops operate on Z values rather than density, then lists them as children
of FHeightfieldSource. Writing them made the consequence unavoidable: they do not
fit IVoxelDensityOp. No input Z (they produce one), XY-pure per column rather than
per voxel, and they write neither channel. Forcing them in would need a per-voxel
channel for a column property, or one opaque op — section 2.5's failure mode.

So height space gets its own contract: VoxelHeightOp.h (FVoxelHeightSample with
Height + Relief, IVoxelHeightOp, FVoxelHeightStack) and five ops. Relief is the
original's M — produced by the structural source, consumed by the terrace gate.
Section 0.1 found density needed a second channel; this found terrain needs a
second space.

The type system now forbids for free what AUDIT 6.3 warns about: a height stack
cannot hold Z-dependent data because there is no Z in the signature.

Deliberately staged — this touches nothing on the density path. If height space had
not decomposed cleanly, it shows up here for one test rather than after building the
adapter, the column cache integration and the dispatch on top.

The test runs twice; the second pass is load-bearing because the F20 terrain ops are
off by default, so a defaults-only run leaves all four modifiers untested. It also
brute-forces MaxDisplacement, since a false bound would later be a hole.

ComputeSurfaceTerrainZ moved private -> public for the test, same justification as
GetSlabDensity. Old declaration removed.

UNVERIFIED: not compiled.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 16:06:50 +02:00
Fr0zka 25df4fceff build: complete the IWYU tail — APawn in VoxelWorld.cpp
VoxelWorld.cpp:526 dereferences the pawn, so APawn must be complete; Casts.h only
forward-declares it. Adds GameFramework/Pawn.h, and PlayerController.h which was
complete transitively only — the same fragility this change removes.

My earlier scan covered Public/ only. The shared PCH served .cpp files too, and
APawn was named in Build.cs's own error list. Everything else in the module
compiled, so this is the entire tail.

UNVERIFIED: not compiled.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 15:56:06 +02:00
Fr0zka 6a60732c98 build: FPSemantics = Precise + clear the IWYU debt that blocked it
Jahni: cross-platform play (Linux and Windows, either side hosting) is a product
requirement, so fix C9 at the cause instead of measuring the symptom.

Verified in UE 5.7 source rather than assumed:
  VCToolChain.cs:1264    Default -> /fp:fast          Precise -> /fp:precise
  ClangToolChain.cs:712  Default -> -ffp-contract=off Precise -> -ffp-contract=off
Default really did mean opposite float models per platform; Precise collapses them
onto the same one, so a Windows host and a Linux client agree by construction.

Losing the shared PCH is what the IWYU debt hid behind. Every use turned out to be a
pointer, TWeakObjectPtr or TSubclassOf parameter, so forward declarations suffice;
only the templates and macros needed real includes. Seven headers fixed.

VoxelDensityVolume.h was the one worth catching: it tests ENABLE_DRAW_DEBUG in an
#if, and an undefined macro there is silently 0 — the debug block would have
vanished without a warning rather than failing the build. Include paths verified
against the engine tree, not guessed.

Expect a residual tail; the shared PCH hid these for years and only a build
enumerates them all. Build.cs now says so, and says the fix is to add the include
rather than revert FPSemantics.

Also adds VoxelForge.Determinism.CrossPlatformDigest: SHAPE digest (sign of density
= the world) and FIELD digest (bit-for-bit) over a fixed integer grid, plus NearIso
to bound how many samples could flip sign at all. Reports rather than asserts until
pinned. The cross-platform comparison itself is deferred per Jahni.

Expect a perf regression from losing reassociation and contraction on a noise-heavy
hot path — measure against ARCHITECTURE 8.10.

UNVERIFIED: not compiled.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 15:53:23 +02:00
Fr0zka 51d8db842b test: fix the ULP yardstick — it measured output density, not where the error is born
The tuned pass warned: 121/20000 differ, 6 over the bound, worst 1.72e-05, still 0
isosurface crossings. The port is fine; the bound was wrong.

It was 16 * max(|Old|, 1) * FLT_EPSILON — ULPs on the OUTPUT density. But density is
min(Z - Floor, Ceil - Z), so near the isosurface the output tends to 0 while the
intermediates are in the hundreds. Rounding born at scale ~400 judged against a
yardstick of scale 1: 400x too tight, and tightest exactly where the test looks
hardest. Large amplitudes are what expose it, which is why the tuned pass earned
its place immediately.

Measured rather than assumed: amplitudes rose x2.25-3.33 and the deltas rose x4.5,
with the worst delta at 0.345 ULP of |Z| — sub-ULP at the scale it is born in. Error
proportional to amplitude is ordinary rounding. A wrong noise offset or a missing
abs() would move the surface by voxels, four orders of magnitude above this.

The bound now scales with max(|Old|, |Z|, strate Z bounds), and the warning prints
the discriminator instead of just the alarm: the density at the offending sample and
the delta in ULPs of the working scale. A few ULP at near-zero density is
cancellation; thousands is drift. That distinction is now readable rather than
re-derivable at a build apiece.

The box verdicts held under the worst case: 32/60 proved uniform, 0 unsound, under
tripled ceiling roughness and 3x the columns — exactly the case that stresses the
Max(CeilZ - noise, FloorSurface + 2) clamp.

Also recorded in DECOMPOSITION section 3: FlatPlain and CrystalChamber render
identical in the live world because nothing in the content distinguishes them. The
merge loses no distinction; it reveals there was none.

UNVERIFIED: the corrected bound.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 15:39:03 +02:00
Fr0zka 85993199fb test: the slab test proved less than it claimed — add the pass that varies CeilingRoughness
SlabEquivalence came back green (FlatPlain 36/60 and CrystalChamber 40/60 tiles
proved uniform, vs zero for today's ClassifyTile; 52/20000 ULP-scale diffs, 0
isosurface crossings). But both archetypes reported the SAME 52 and the same worst
delta, which pointed at the fixture: FTestWorld::Build sets only GeneratorType, so
both slots carry DEFAULT slab params.

So the two passes were the same configuration at two depths. The test claimed to
demonstrate "one op, two archetypes" while never varying CeilingRoughness — the
only field that actually distinguishes CrystalChamber. The differing tile counts
come from the slots' Z ranges, not from the archetypes.

Third pass added: CrystalChamber(tuned), CeilingRoughness 6 -> 20, rougher floor,
3x the columns. It varies what matters and doubles as the worst case for the
ClassifyBox amplitude bounds — a large CeilingRoughness widens the ceiling band and
makes the FloorSurface + 2 clamp far more likely to bind, which is precisely where
a false verdict would be a hole. The default params were too gentle to stress it.

The ULP residue is left alone: deterministic, 0 isosurface crossings, and the same
shape C10 already cost six builds to prove not worth chasing.

UNVERIFIED: the third pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 15:34:16 +02:00
Fr0zka 644339def5 feat: Phase 2 first port — FlatPlain + CrystalChamber collapse into one op
Jahni closed OPSTACK-DECOMPOSITION 3.1: the slab noise Z term was not
intentional character. Phase 1 also closed — the visual A/B on Maze passed.

Two changes, deliberately together, kept attributable by the test:

1. Design: GetSlabDensity's floor and ceiling noise lose their Z terms. A floor
   height no longer depends on the altitude you sample it from. The ceiling keeps
   its + 3000.0f, which is a decorrelation offset, not a Z term. The world
   re-tunes once — a different slice of the noise field, not a worse one.

2. Refactor: the now-XY-pure function ports to FSlabVoidSource + FGridColumnMod
   plus the three structural ops. BuildSlabStack has NO branch on archetype
   because GetSlabDensity never had one — CrystalChamber is FlatPlain with a
   bigger CeilingRoughness. 8 archetypes -> 7.

SlabEquivalence compares against the reference AS IT IS NOW and runs the whole
battery on both slots, so green means the port is a pure refactor and any visual
delta is attributable to the Z-term removal alone. The attribution comes from the
test, not from splitting it across two builds.

The payoff 3.1 was actually about: FSlabVoidSource::ClassifyBox is exact and needs
no sampling. FBM is contractually [-1,1], so both surfaces live in Z bands with
known bounds — a tile below the floor band is provably solid, a tile between the
bands provably air. ClassifyTile proves zero tiles for these archetypes today.
FGridColumnMod answers Identity when no column reaches the box, which is what lets
the source's AllAir verdict survive the fold.

UNVERIFIED: not compiled.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 15:30:26 +02:00
Fr0zka 974e795b66 fix: call PrepareChunk and guard the degenerate strate on the wired path
Read the step-3 wiring against the equivalence test before spending a build.
The symbols all line up; the two PATHS did not.

- GetDensityAt never called FVoxelOpStack::PrepareChunk, though the test does.
  All seven concrete bodies are empty today so behaviour is unchanged — which is
  the reason to fix it now: the first op to hoist real per-chunk work would have
  been green in test and silently wrong in game. Builds an FVoxelOpContext in the
  same refetch block (chunk, seed, layout version, strate Z bounds). Step stays 1;
  GetDensityAt does not know the mesher's sampling step (T2.b).

- GetMazeDensity early-outs to air on a degenerate strate (height <= 0) and the
  stack has no such early-out by design. Unguarded that is air on one path and
  spine/seal-of-a-zero-height-band on the other, so the wired path now falls back
  to the switch there — the reference behaviour is the behaviour.

Docs: VoxelDensityOpStack.h's banner still claimed nothing here feeds the game,
and CODEMAP 3.2d repeated it. Both now state what is wired (GetDensityAt) and
what is not (ClassifyTile, hand-written guards, Phase 2), with C10's never-compare
rule at the point of use. CODEMAP gains UsesOperatorStackForChunk and
bUseOperatorStack rows, and BuildMazeStack's degenerate-strate precondition.

UNVERIFIED: not compiled.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 15:15:59 +02:00
Fr0zka 256a262140 feat: Phase 1 step 3 — wire the operator stack into GetDensityAt behind an opt-in
One branch on the density path, as OPSTACK-PLAN section 4 specified, and both
systems coexist.

- UVoxelStrateDefinition::bUseOperatorStack: the A/B switch section 2.6's
  acceptance bar needs. Flip it, regenerate, judge on a screenshot.
- UVoxelStrateManager::UsesOperatorStackForChunk(): the ported-archetype list,
  written down in exactly one place. An unported archetype ignores the flag and
  falls back to the switch, so ticking the box anywhere is harmless today and
  only Maze changes behaviour.
- GetDensityAt: CP_OpStack / CP_UseOpStack are resolved inside the SAME refetch
  block as the params, so the existing chunk + LayoutVersion key already covers
  them and there is no new invalidation logic to get wrong.

Hot-path cost is one bool test per voxel; the stack is built per chunk, the same
cadence as the param refetch. ApplyDisturbances and the diff layer stay outside
the stack and run once for both paths, so the tail of the pipeline is unchanged.

If UsesOperatorStackForChunk ever returns true for an archetype with no builder,
the code clears the flag and falls back to the switch rather than generating an
empty stack. An unported world is recoverable; a wrong one is not.

UNVERIFIED: not compiled. Likely spots: the `else switch` form, FVoxelOpStack as
a thread_local (move-only, reset by move-assigning a temporary), and the new
include.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 15:03:00 +02:00
Fr0zka 34f06dfea7 docs: park the ULP residue as AUDIT C10; strip the diagnostic scaffolding
Jahni's call to pin it and move on, and the right one -- six builds spent and the
information stopped being worth the cost.

The final run closed it as far as it can be: SDFs identical everywhere (counted
unconditionally, 0 differ), yet two character-identical carve implementations in
the SAME translation unit fed a provably identical input differ by 1 ULP on
126/5000. That is only possible if they compile to different instruction
sequences, which /fp:fast permits based on surrounding context with no single
isolable axis. Hypothesis 3 was right about the mechanism and wrong about every
clean variable proposed for it, which is why four well-designed isolation tests
came back negative.

AUDIT C10 records the observation, what is proven (SDF bit-exact 126/126, zero
isosurface crossings), the five refuted hypotheses in a table so nobody repeats
them at a build each, why the settling experiment is blocked (shared-PCH / IWYU
debt), and the rule that actually matters: never run both density paths in one
world and never compare them for equality. That is NOT a client-desync risk --
within a binary the field is proven bit-pure and every peer runs the same path --
the cross-platform concern is C9, which stands on its own.

Corrected OPSTACK-PLAN 2.6 and C9: my earlier "/fp:fast across translation units"
explanation was measurably wrong and is removed rather than softened.

MazeEquivalence keeps the permanent value (equivalence with ULP grading,
window-invariance, box-verdict brute force) and drops the verbatim copy,
three-way, bisect, inlining and constness experiments.

Phase 1 closed: Maze decomposes into 7 ops, SDF bit-exact, 0 isosurface
crossings, window-invariant, and 23 of 60 tiles proved uniform where ClassifyTile
proves zero.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 15:00:46 +02:00
Fr0zka b6ccb1c9f1 test: constness isn't it either — add the one unambiguous check, then stop chasing
CONST-Blend == runtime-Blend exactly (0 differ) and both miss the verbatim on the
same 126, so Blend's constness is not the variable. Five hypotheses, five dead.

Worse: one number I reasoned from was circular. "FORCENOINLINE == operator stack
: 5000/5000" cannot fail by construction -- it feeds S.Sdf to a carve and compares
against the density the stack computed from that same S.Sdf. It measures nothing,
and I read it as corroboration.

The two carve bodies are now dumped from the file and diffed: character-identical,
same translation unit. So one of expression / TU / input is not actually
identical, and the counters can't say which because the SDF comparison only ran
inside the mismatch branch.

Added: feed my carve the SDF the verbatim reports using and compare to the
verbatim's own output, plus count S.Sdf != VerbSdf directly with no enclosing
condition. That distinguishes "same function, same input, different output"
(measurement artefact) from "the SDFs were never equal outside the mismatch set"
(fault back in the lattice).

Proportion: this is the last build worth spending here. The port is already
verified where it matters -- SDF bit-exact 126/126, 0 isosurface crossings out of
20000, geometry identical, window-invariant, every box verdict brute-forced. The
open question is why the final rounding differs by 1-2 ULP, and no decision in
this project turns on it. If the check doesn't resolve it: accept, correct the
docs, strip the scaffolding, resume Phase 1 step 3.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 14:57:21 +02:00
Fr0zka 7189d51b7b test: the variable is compile-time-constant vs runtime Blend — one line to confirm
The inlining experiment partitioned everything, just not along the axis it was
framed on:

  inlined != FORCENOINLINE  : 0          inlining is not the variable
  FORCENOINLINE == op stack : 5000/5000  test-TU carve == other-TU op, always
  inlined == verbatim       : 4874/5000  126 differ, in the SAME TU

The test-TU carve matches the operator stack across a TU boundary perfectly and
disagrees with the verbatim inside its own TU, so neither TU nor inlining is it.
Sorting the five implementations by the one remaining difference splits them
exactly: A (GetMazeDensity) and C (verbatim) hold Blend as a compile-time
constant; B (FSdfCarveOp, a member) and both parameter versions hold it as
runtime data. A == C, B == Inl == Noi, and the groups differ. Every observation
today fits that and nothing else does.

Mechanism: under /fp:fast, folding Blend * 2.0f to the literal 4.0f enables a
contraction in SmoothStep01's 3.0f - 2.0f*x -- one rounding instead of two --
that the runtime form cannot get.

This matters beyond the bug: an op's parameters are DATA by design, which is the
entire point of the refactor, so they can never be compile-time literals again.
The ULP difference is therefore inherent and permanent for every archetype port,
and no care in transcription will remove it. That is the real reason bit-identity
is unachievable here -- the earlier /fp:fast note named the right compiler flag
for the wrong reason.

CarveConstBlend added: identical to CarveInlined except Blend is a compile-time
constant. Predicted to match the verbatim 5000/5000 and differ from the runtime
form on exactly 126.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 14:53:02 +02:00
Fr0zka 34f8ca7953 test: localised to FSdfCarveOp — now testing inlining context, the right variable
The SDF is bit-identical on 126 of 126 mismatches (0xBFE1C886 both sides), so the
lattice, hashes, edge set and VoxelSDF::Capsule are exactly right. The entire
difference is in FSdfCarveOp, whose expression is character-identical to the
original and whose inputs are bit-identical.

Identical inputs plus identical expression plus different output means the
arithmetic is being EVALUATED differently. SmoothStep01 is x*x*(3.0f - 2.0f*x),
and 3.0f - 2.0f*x is exactly the shape MSVC fuses into an FMA: one rounding
instead of two, ~1 ULP.

Why the three-way missed this, recorded because it is a reasoning error rather
than a coding one: A and C are both straight-line inlined code, while B goes
through a virtual IVoxelDensityOp call, so FSdfCarveOp::Eval is compiled
out-of-line and can get a different contraction decision. The three-way tested
whether the TRANSLATION UNIT boundary changes the result -- it does not -- but the
real variable is the OPTIMISATION CONTEXT. I built a clean experiment for the
wrong variable and then believed its answer. Hypothesis 3 was right about the
mechanism and wrong about the test.

The new experiment isolates exactly that: the same carve expression, same TU,
once FORCEINLINE and once FORCENOINLINE.

  differ    -> contraction confirmed, the port has NO bug, accept the ULP floor
  identical -> contraction is not it, and FSdfCarveOp has a real logic bug that
               has survived four readings

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 14:48:56 +02:00
Fr0zka 210602586e test: three-way says the fault is mine — compare the SDF channels directly
A vs C = 0 differ. Identical source in two different translation units produces
identical results, so the compiler was never the cause and the operator stack
differs for a logic reason. That kills the /fp:fast story for the fourth time
running, and for the first time points at code I own.

Reading has failed three times: the ctor clamps, cell FloorToInt, NodeCenter,
EdgeOpen's hashes and salts, the {-1,0}^3 sweep and its add order, the capsule
fold, and the carve are all identical to the verbatim copy line by line. So stop
reading and measure one level deeper.

MazeCoreVerbatim now optionally returns its SDF and edge count, and the three-way
compares SDF channels directly instead of inferring from densities:

  SDF identical, density differs -> fault is in FSdfCarveOp
  SDF differs                    -> fault is in FLatticeCorridorSource

It reports the split across all 126 mismatches and dumps the first one in hex
with the verbatim edge count, so a differing edge SET (a cache-key bug) shows up
as a count mismatch rather than needing to be inferred.

Docs to walk back once the cause is known, listed in OPSTACK-PROGRESS so they are
corrected once with the right explanation: OPSTACK-PLAN 2.6's "bit-identity is
unachievable" note, AUDIT C9's first consequence, and this test's own INFO text.
C9's second half -- that UBT's FP default differs by toolchain and the MP model
assumes bit-reproducible terrain -- stands; it came from the engine source, not
from this test.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 14:44:11 +02:00
Fr0zka d5c71d6b68 build: revert FPSemantics (drops the shared PCH); answer the FP question in the test instead
Setting FPSemantics on VoxelForge broke the build with ~30 "undefined type"
errors -- UMaterialInterface, USoundBase, TSubclassOf<AActor>, APawn,
ENABLE_DRAW_DEBUG -- none of them FP-related. UBT can only share a precompiled
header between modules whose compile environments match, so changing FPSemantics
cost the module the engine's shared PCH and with it ~30 includes the plugin has
always relied on getting for free.

That is a genuine latent IWYU debt in seven files, and worth fixing on its own
terms one day, but not inside an unrelated diagnostic. Reverted, with the reason
recorded in Build.cs so nobody retries it blind.

The question it was meant to settle is now answered without touching any build
setting: MazeEquivalence compiles a verbatim copy of the Maze core into the
TEST's translation unit and compares three implementations of identical source --
the generator's TU, the op stack's TU, and the test's own.

  A != C          -> same source, different TU, different result: the compiler.
                     Nothing to fix in the port.
  A == C, B != C  -> source is TU-stable, so the op stack differs for a LOGIC
                     reason, and it is in FLatticeCorridorSource or FSdfCarveOp.

Duplicating code is normally a fault. Here it is the only instrument that can
answer the question, because three careful readings all concluded "identical" and
the test keeps disagreeing. Marked diagnostic-only; it comes out once answered.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 14:39:09 +02:00
Fr0zka a49d440bf6 build: put FPSemantics=Precise on the VoxelForge module — the experiment never ran
FPSemantics is a per-module ModuleRules property. It had been set on the VoxelM
GAME module, while every line of density code lives in VoxelForge, which kept
compiling /fp:fast. So the run that supposedly "reproduced the residue under
precise semantics" ran under fast semantics and proves nothing.

Retracting the previous commit's conclusion: /fp:fast is NOT eliminated as the
cause, and the notes claiming AUDIT C9 and OPSTACK-PLAN 2.6 are falsified are
withdrawn with it. Those documents were fine.

My error, and the third of its kind today: I reasoned a confident conclusion from
an unverified premise, one paragraph after writing that the lesson was to
instrument rather than assume. Checking took one grep and I only ran it after
Jahni suggested it.

The line is marked TEMPORARY with removal instructions and a guide to reading the
result. Combined with the WORST-POINT DUMP already committed, one build now
separates the two possibilities cleanly:
  454 -> 0   : FP model was the cause; keeping precise then needs a profile,
               because it costs the vectorisation T2.a's SIMD work was buying.
  454 -> 454 : real logic difference; read the dump.

Either way the line comes back out afterwards.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 14:34:50 +02:00
Fr0zka cca9e83182 test: /fp:precise reproduced the residue byte for byte — instrument instead of guessing
An /fp:precise build returned the identical 454 samples, identical max delta,
identical coordinate. A different float model producing byte-identical output is
proof that rounding is not the cause, so the /fp:fast explanation is dead. That
is three failed hypotheses on one discrepancy (FVector round-trip, then "check
the roughness window", then /fp:fast), each reasoned from plausibility and each
costing a build.

So: stop reasoning, print. FVoxelOpStack::EvalSample exposes the full sample, and
MazeEquivalence now dumps the worst point in raw hex -- both densities, the
stack's internal SDF, and the carve factor reconstructed from each side. The
recovered carve localises it: identical carve + differing density means the fault
is after the conversion; differing carve means it is in the SDF (lattice edges or
VoxelSDF::Capsule) or in SmoothStep01.

Note for whoever reads the docs next: AUDIT C9 and OPSTACK-PLAN 2.6 currently
assert the /fp:fast story as the explanation for THIS residue. That specific
claim is falsified and needs walking back once the dump identifies the real
cause. C9's other half -- that UBT's FP default differs by toolchain and the MP
model assumes bit-reproducible terrain -- stands independently; it was read out
of VCToolChain.cs and ClangToolChain.cs, not inferred from this test.

Phase 1 step 3 (wiring the stack into GetDensityAt) is paused until this is
understood. Small unexplained numeric differences do not get smaller when you
build on top of them.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 14:32:22 +02:00
Fr0zka af5f2103b3 test: the Maze residue is /fp:fast, not port drift — encode the real bar
The bisect settled it. The difference survives every stage removal down to
"corridors + carve ONLY", which is character-for-character transcribed code, so
it is not in anything the decomposition added.

Cause, read out of the engine rather than assumed (VCToolChain.cs):

    case FPSemanticsMode.Default: // Default is imprecise FP semantics.
    case FPSemanticsMode.Imprecise: Arguments.Add("/fp:fast"); break;

with UBT's own doc: "the compiler is allowed to transform math expressions in
ways that might result in differently rounded results". Identical source in two
translation units may reassociate differently, worth ~1 ULP. It shows up on
exactly the ~2% of samples inside the SDF blend shell, where Blend - Sdf
catastrophically cancels; outside it Carve is exactly 0 or 1 and both agree.

So MazeEquivalence now grades what it can actually assert:
  - hard fail  : any isosurface crossing (geometry moves)
  - info       : differences at ULP scale (the unavoidable floor)
  - warn       : anything larger, which IS port drift, and runs the bisect
A test that warns on every port would get ignored by the port that matters.

Recorded in OPSTACK-PLAN 2.6, and as AUDIT C9 for the part that outlives this
refactor: ARCHITECTURE 9.1's "every peer regenerates identically" holds only
between bit-identical binaries under /fp:fast. Fine for one build on one
platform; a real desync source for a Linux server plus Windows clients both
regenerating authoritative geometry. The FPSemantics::Precise knob exists but
must not be turned speculatively -- it blocks the vectorisation T2.a was chasing,
on the hot loop, for an unmeasured cost.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 14:15:43 +02:00
Fr0zka 23605d5350 test: bisect the residual Maze difference instead of guessing at it again
All six tests are green as of the 12:02 run, so Phase 0.5's gate is met.

MazeEquivalence still reports 454 differing samples, the same max delta, at the
same coordinate as before -- byte for byte the previous result. So the FVector
float->double->float hypothesis from the last commit is dead: that detour is a
no-op, exactly as /fp:precise says it should be. It stays (harmless, and it
documents the original's shape) but it explains nothing.

Rather than propose a third guess, MazeEquivalence now bisects: it re-runs the
comparison with roughness, then seal, then spine, then passages disabled ON BOTH
SIDES, and reports which stage's removal makes it bit-exact. One run answers what
two hypotheses failed to.

Standing hypothesis for the bisect to confirm or kill: compiler float
contraction across translation units under /fp:fast, worth ~1 ULP. It fits the
~2% hit rate -- only voxels inside the narrow SDF blend shell have an unsaturated
carve factor; everywhere else Carve is exactly 0 or exactly 1 and both paths
agree bit for bit. If confirmed, bit-identity is not achievable in principle for
these ports and the bar for every later archetype is "zero isosurface
crossings", which is what OPSTACK-PLAN 2.6 asked for anyway.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 14:07:14 +02:00
Fr0zka 826a8c99dc fix: first-green-build follow-ups (diff-layer assertion + Maze float rounding)
The build passed and six tests ran; five green. Details in OPSTACK-PROGRESS.md.

1. DiffLayerContention's failure was the test, not the plugin.
   GetTotalModificationCount() sums STORED ENTRIES, not operations -- a stroke is
   filed under every chunk its AABB overlaps, so 400 radius-6 spheres straddling
   chunk corners store 3200 entries. The assertion now compares the stored count
   against the chunk fan-out ApplyModification itself returned, which also checks
   that the re-mesh list handed to the caller describes what was actually written.
   Everything the test exists for had already passed: 7 readers, 28.7M read
   rounds against 760 writes and 6 Clear()s, no crash, monotonic version.

2. MazeEquivalence: 454/20000 samples differed by at most 1.907e-06 -- exactly
   one ULP at magnitude 16 -- with ZERO crossing the isosurface, i.e. not one
   triangle would move. Leading hypothesis: the original routes noise coords
   through an FVector (double in UE5) and back to float, rounding twice, while
   the op passed floats straight through; under /fp:fast those round differently.
   The op now reproduces the detour on purpose, with a comment against
   "simplifying" it. Unverified -- it predicts 0 differences next run. If drift
   remains, next candidate is FMA contraction across translation units.

Also recorded, because it is the perf half of the whole refactor: the Maze op
stack proved 23 of 60 tiles uniform. ClassifyTile proves ZERO for any cave
archetype today.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 02:40:51 +02:00
Fr0zka 62e3d5a933 fix(build): FVoxelOpStack is move-only, so it must not be a dllexported class
MSVC C2280 on TArray<TUniquePtr<IVoxelDensityOp>>'s copy path. Putting
VOXELFORGE_API on the class forces the compiler to instantiate every implicit
member, including copy-assignment -- which cannot exist for a move-only element
type. The export moves to AppendStructuralPost, the only out-of-line method.

Also declares the move-only-ness explicitly rather than leaving it implied. That
is the right semantics independently of the compiler: a stack uniquely OWNS its
operators, and copying one would mean cloning polymorphic ops, which is
meaningless here.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 02:36:08 +02:00
Fr0zka 4c53d3bbed feat: Phase 1 — Maze ported to the operator stack, OFF the hot path
Maze decomposes into seven ops with no contortion:

  ConstantRockSource -> LatticeCorridorSource -> SdfRoughnessMod -> SdfCarve
  -> OriginSpine -> BoundarySeal -> PassageCarve

That is the answer to Phase 1's actual question (OPSTACK-PLAN section 4's
stop-trigger: "does the source/modifier split fall out naturally?"). It does.
Three of those ops are already shared: ConstantRockSource is the first line of
TunnelNetwork, Maze AND VerticalShafts; SdfCarve is the same six lines in all
three; the structural post is identical across all six density functions.

GetDensityAt and ClassifyTile are NOT touched. The archetype switch is still the
only path feeding the game, so nothing in a running world can change. The port
is validated instead by VoxelForge.OpStack.MazeEquivalence, which compares the
stack against GetMazeDensity over 20k points, re-checks purity across worker
threads, and brute-forces every box verdict the stack emits.

Two contract decisions, delegated and taken:

1. Eval is now two-channel (FVoxelOpSample { Density, Sdf }). Maze forces it:
   its roughness perturbs the SDF, not the density, and on density the same
   noise scales with the local gradient and is a visibly different effect. It is
   also what lets two different sources SmoothMin together later, which is the
   difference between a composed idea belonging somewhere and being punched into
   it.

2. The stack's density channel is INTERNAL convention (positive = solid),
   negated once by the caller. This REVERSES what the header said yesterday.
   Every archetype body is already written that way, so each port becomes a
   literal transcription instead of a sign-flip of every line -- on the plugin's
   documented #1 source of confusion. The SDF channel keeps standard SDF
   convention, so min() means opposite things on the two channels; the header
   says so loudly.

Also extracts spine/seal/passage from VoxelGenerator.cpp into
Public/VoxelDensityPrimitives.h so the generator and the ops share ONE copy of
three world invariants. Forwarders keep the local names, so not one of the ~20
call sites changes; bodies are byte-identical.

One thing found while writing the seal's ClassifyBox and NOT silently fixed: at
the inner edge of a seal band, 1 - Dist/Thickness can round to exactly 0.0f, so
SealFactor*BaseDensity is 0, internal density lands on 0, and the mesher counts
that as AIR. Claiming AllSolid there would be a hole. The new op keeps a 1-voxel
safety margin before it forces. Today's ClassifyTile has no such margin -- the
window is hairline and needs the archetype to produce air at exactly that z, but
it is real. Reported rather than patched, since Phase 1 does not touch that path.

UNVERIFIED: not compiled.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 02:32:09 +02:00
Fr0zka beb66e06d4 test: unit-test the op-stack fold, and make the build actually see VoxelDensityOp.h
VoxelDensityOp.h was included by no .cpp, so the compiler would never have
looked at it -- a header committed as "ready to build" that the build ignores.
The ClassifyTile test now includes it, which is also the right home for the
fold's own test: the fold claims to reproduce the hand-written ClassifyTile, and
that claim is pure logic with no world, noise or threads behind it.

VoxelForge.OpStack.BoxVerdictFold walks the correspondence case by case,
including the one that justifies ClassifyBox existing at all: a box entirely
inside the top seal band, where the source says AllAir and the seal forces
AllSolid. A pure FillOnly would resolve that to Mixed and silently lose a tile
T1.d skips today.

Also casts UE_ARRAY_COUNT to int32 in the fixture -- signed/unsigned comparison
in a loop condition is a warning, and UE builds warnings as errors.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 02:09:17 +02:00
Fr0zka b4d13e09ad test: regression test for AUDIT C2 (live-edit cache invalidation)
VoxelForge.Determinism.LiveEditInvalidation: sample a SurfaceWorld column,
triple the heightfield params, Initialize() again, and require the density to
have MOVED at the same point on the same thread.

The edit is chosen so it does NOT move the strate — StrateBottomWorldZ, and
therefore StrateKey, the seed and every chunk coord stay identical. The layout
version is the only thing that changes, so the test fails on the pre-fix code
and can only pass because the version is now part of the key.

Then re-checks purity on the edited world: a half-warm cache after invalidation
would show up as order dependence.

UNVERIFIED: not compiled, not run.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 01:58:20 +02:00
Fr0zka 73f6b26f4d fix: AUDIT C2 — per-chunk caches now key on the strate layout version
Five caches under the density path were keyed on ChunkCoord (or an XY box)
alone. After RebuildStrates or an editor live edit, StrateManager rebuilds the
layout and bumps PassagesVersion, but a pooled worker whose cache is still warm
for the chunk it is asked to regenerate skips the refetch and generates with the
OLD params. RegenerateAllChunks reloads the same tile coords, often on the same
workers, so this is likely rather than exotic. Symptom: "I tweaked the strate
asset, regenerated, and one patch kept the old shape."

Fixed:
  - CP_* in GetDensityAt          (the archetype params + biome context)
  - OC_* in GetSurfaceHeightAt    (the height oracle)
  - BM_* in GetBiomeMaterialAt    (per-vertex palette)
  - TC_BiomeCache in ClassifyTile (survives across calls)
  - GSurfColCache boxes           (see below)

Two things beyond what the audit listed:

1. GSurfColCache. Its key is (XY box, StrateKey, Seed) where StrateKey is
   round(StrateBottomWorldZ). A live edit that changes terrain params WITHOUT
   moving the strate — noise frequency, mountain strength, a biome — leaves that
   key identical and serves stale columns down the whole vertical stack. This is
   the most visible form of the bug, so LayoutVersion joins the box key.

2. FChunkBiomeCache validity is a world-XY box, which says nothing about the
   FBiomeContext its cells were classified against. Refetching the context
   without invalidating the grid would leave the fix half-done, so the four
   caches call the new FChunkBiomeCache::Invalidate() on a version change.

No behavioural change at a static layout: the version only moves on Initialize.

UNVERIFIED: not compiled, not run.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 01:58:20 +02:00
Fr0zka d41d34ecd3 feat: Phase 1 skeleton — the density operator stack contract (header only)
Public/VoxelDensityOp.h: IVoxelDensityOp (PrepareChunk / Eval / EffectOverBox /
ClassifyBox / IsXYPure), EVoxelOpEffect, EVoxelOpRole (the four roles),
EVoxelOpCombine, FVoxelOpContext, and the box-verdict fold.

Nothing is wired in: GetDensityAt is untouched, the archetype switch is intact,
no operator exists yet. This is the contract plus the reasoning behind it.

Two things worth flagging beyond OPSTACK-PLAN §3:

- ClassifyBox is NOT source-only. ApplyBoundarySeal does Max(D, SealFactor*Base)
  inside its band, i.e. it FORCES solid regardless of input. Pure direction
  (FillOnly) cannot express that: over a box that sits entirely in the top seal
  band above the terrain the source says AllAir, FillOnly then kills AllAir, both
  hypotheses die and the tile becomes Mixed — whereas ClassifyTile returns
  AllSolid there today. Not a hole, but a silent loss of exactly the trivial
  tiles T1.d exists to skip. So forcing ops override the fold, and ops after them
  still apply (a passage crossing that box takes the verdict back, as today).

- The fold reproduces the current hand-written ClassifyTile line for line; the
  mapping is written out in the header. That correspondence is the evidence the
  abstraction fits this codebase rather than being imposed on it.

Also moves EVoxelTileClass from VoxelGenerator.h to VoxelTypes.h (CODEMAP 3.2:
foundational, no UClass, everyone includes it) so the op header needs no UCLASS
dependency. All existing users reach it through VoxelTypes.h transitively.

Types are plain C++ on purpose — no UHT, no .generated.h. They become
UENUM/USTRUCT in Phase 3 when ops turn into data assets.

UNVERIFIED: not compiled.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 01:55:05 +02:00
Fr0zka 6eec796403 test: Phase 0.5 — the three automation tests (density purity, ClassifyTile, DiffLayer)
The plugin had zero tests, and the docs make dozens of "bit-identical" and
"conservative verdict" claims that nothing machine-checks. OPSTACK-PLAN §4
Phase 0.5 asks for these before any op-stack work is built on top.

- VoxelForgeTestFixture.h — headless world (transient strate definitions ->
  UVoxelSettings -> a real UVoxelStrateManager::Initialize), so the tests hit
  UVoxelGenerator::GetDensityAt where the ~30 thread_local caches actually live.
  One strate per archetype, pinned via FixedStrates so slot index -> archetype
  is stable across seeds.

- DensityPurity — 10k points re-sampled in shuffled order on the same thread and
  on N worker threads, asserting BIT equality. AVoxelWorld::ValidateDeterminism
  is game-thread only and structurally cannot see worker-cache divergence, which
  is how AUDIT C2 stayed hidden. Includes a flat-field canary so a collapsed
  noise field (AUDIT C1) can't make the test pass vacuously, and a diff-layer
  pass that exercises the direct-mapped DiffSlots cache.

- ClassifyTileSoundness — scans tiles for a non-Mixed verdict, then brute-forces
  the exact mesher lattice (g in [-1, Cells+1], margin included) and asserts every
  sample is on the claimed side of IsoLevel 0. A false AllSolid/AllAir is an
  invisible collisionless hole; T1.d v1 was reverted for exactly that in June.
  Errors out rather than passing if no tile yielded a verdict to check.

- DiffLayerContention — N reader threads running the worker call mix while the
  game thread writes and Clear()s, asserting survival and a monotonic ModsVersion.

UNVERIFIED: never compiled — this module has never pulled in AutomationTest.h
and Private/Tests/ is new. See OPSTACK-PROGRESS.md for the likely error spots.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 01:50:26 +02:00
Fr0zka 69fa73e07e tmp 2026-07-26 02:11:11 +02:00
Fr0zka cb61c8b2e4 potential perf regression 2026-07-04 11:30:43 +02:00
Fr0zka 6875614002 Fix Decoration Placement 2026-06-26 19:15:04 +02:00
Fr0zka e6cd852129 Another pass 2026-06-23 08:30:13 +02:00
Fr0zka db558d9e14 j 2026-06-16 03:39:22 +02:00
Fr0zka f030eec08a Upload of all files, starting point 2026-06-09 20:21:29 +02:00