8295f6e76b9e3af2fc3e01fd319c4680bcd11f2e
77 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
8295f6e76b |
perf(opstack): retain six surface column regions
The single direct-indexed box discarded all 6,561 computed columns whenever spatial or column identity moved. Port the reference six-box LRU so interleaved regions keep five warm working sets, accepting the documented ~0.79 MiB TLS cost per worker to preserve the recommended and measurable A/B path. Also report disabled cave opt-ins at layout initialization; SurfaceWorld is excluded because its exact-lattice tile proof does not use that flag. |
||
|
|
3ad2720d0a |
perf(opstack): direct-indexed column box (measured 14.7% miss); + T1.d bail attribution
BUILD RESULTS FIRST: 14/14 tests green, 0 violations. VerticalShafts box verdicts went 0 -> 30 of 60 (zero was the number for the project's whole life). TunnelNetwork production held at 11 proved / 14641 voxels, byte-identical -- that line was the isolated diagnostic for |
||
|
|
49a9959aed |
fix(world): drain workers before mutating strate layout/passages (VF-01)
Initialize does StrateLayout.Empty() and Passages.Empty()/Add() -- freeing and
reallocating both -- with no guard, while mesher workers read them through
AnyPassageNearBox, EvaluateModifierSDF and FindSlotIndexForChunkZ. The epoch is
bumped AFTER, so previous-epoch workers are live during the mutation; the epoch
rejects a finished result, it cannot make a read of a freed allocation safe.
Same class as the DiffLayer.ChunkMods carve-vs-stream AV that ModsLock fixed.
Chose the drain over the two alternatives:
- FRWLock on the arrays: correct, exact in-repo precedent, but a read lock on
the per-voxel hot path (~43k/tile) would contaminate the perf measurement
CODEX-TASK-001/002 are queued to take. Worst possible timing.
- Immutable generation snapshot (Sol's proposal): right long-term, refactors
the whole StrateManager API surface. A design conversation, not an agent's
unprompted call.
- Drain: zero hot-path cost, reuses the machinery EndPlay already proved, and
its stall lands only on human-initiated editor actions, never during play.
FScopedGenerationPause raises a new bGenerationPaused (deliberately NOT
bShuttingDown, which means teardown) and drains both reader populations: chunk
tasks via ActiveTaskCount and decoration tasks via a new
WaitForDecorationTasks, whose refactor also removed NotifyShutdown's duplicate
spin loop. On timeout it does NOT mutate -- logs an Error and leaves the world
consistent. A timeout that proceeds is what the bug already does.
RebuildStrates, OnObjectModifiedInEditor and ChangeSeed cannot reach Initialize
without the pause. BeginPlay untouched (no tasks yet). EndPlay untouched --
VF-02's 3s timeout is a separate deliberate decision.
Verified: four files, no density/mesher file, so terrain cannot move.
ShouldAbortWork replaced three existing checks, adding none. No worker path
waits on the game thread, so the drain is bounded.
Not built -- Jahni builds.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
|
||
|
|
cab8e8fe55 |
fix(morphology): BuildChunkCache under-bounds room/tunnel collection when Min > Max
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>
|
||
|
|
21f62c4a70 |
docs(opstack): two comments still described a half-finished port that is finished
Both said the refactor was mid-flight and both contradicted the code around them. 1. BuildTunnelNetworkStack: "stage A of three, the twelve detail modifiers and the per-room override are not ported yet, which is why UsesOperatorStackForChunk returns false for TunnelNetwork." All three stages are done, the twelve modifiers are added a dozen lines below the comment, and that function returns true. 2. FIslandBlobSource: "two of the three frame users are not ported yet; revisit when TunnelNetwork brings the second real use." TunnelNetwork is ported, and BuildTunnelNetworkStack already records the verdict: CaveWarp wraps exactly one operator and VerticalScale is a pure scalar function, so ZERO frames out of three candidates. The question was answered; only this comment still asked it, and it would have sent the next reader off to build frame infrastructure that was explicitly decided against. A comment that contradicts the code beneath it is the "read the code, not the comment" trap in reverse. This file already carries the forward version of that lesson, at the cliff modifier whose comment promises a gradient it never samples. Comments only -- no code changed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
f737488d88 |
test(opstack): three tile scans sampled <1 lattice period; fix the CLASS this time
The "a sampler must cover at least one period" bug was found in the tunnel test (+/-32 vs RoomSpacing 80) and again in the shaft test (+/-48 vs ShaftSpacing 55). Both were fixed. The class was not: three box-verdict scans still ran the original RandRange(-6,6)*Extent at Step 1 / Cells 8, i.e. +/-48 voxels. Island +/-48 vs IslandSpacing 95 = 0.51 periods (worse than either fix) Slab +/-48 vs ColumnSpacing 60 = 0.80 periods Maze +/-48 vs CellSize 40 = 1.20 periods Verified the fixture does not override any of those spacings, so the header defaults are what these tests really ran against. This matters now specifically: |
||
|
|
eaa44bf0c0 |
fix(opstack): two cell-sweep pads assumed MinRadius <= MaxRadius; a third already didn't
Second defect from the full 28-op EffectOverBox audit. Three ops roll a radius as Lerp(MinRadius, MaxRadius, hash01), which lands in [min(A,B), max(A,B)] -- Lerp does not require A <= B. Their EffectOverBox sweeps lattice cells padded by the largest radius a cell could hold, so a pad below the true maximum means the cells are never examined and the op reports Identity for a box its own Eval will fill or carve: no geometry, no collision. FGridColumnMod ~1086 Max(MaxRadius, 0) exposed FShaftFieldSource ~1436 Max(ShaftMaxRadius, ConnectorRadius) exposed FIslandBlobSource ~1803 Max(IslandMinRadius, IslandMaxRadius) already correct The third one is the argument: the concern was met and guarded once in this same file, and the other two shipped without it. Fixed with FMath::Max3, a spelling already used here (~2481) and in VoxelCaveMorphology.cpp. Shipped defaults are ordered correctly (2/5, 2/7, 5/11), so this is a NO-OP at defaults -- that is its acceptance signal, and any moved number means the diff did more than intended. It needs a mis-ordered asset value, which nothing prevents: ClampMin is a per-property floor and UE cannot express "<= that other property". ColumnMinRadius is also settable per-room via UVoxelTerrainOpDefinition. Deliberately NOT fixed by normalising the params: swapping the Lerp endpoints maps the same hash to a different radius, changing geometry and breaking the eight equivalence tests. Only the bound becomes conservative; Eval is byte- identical -- verified, no Eval/Roll/GetCells line in the diff. Also audited and found sound (recorded so they are not re-chased): FPassageCarveOp and the passage bounding sphere, FOriginSpineOp, FBoundarySealOp, FShaftLedgeMod, FCaveArchMod, FDomeMod. Not built -- Jahni builds. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
7dbdf51b44 |
fix(opstack): three ExtraReach box verdicts used sup|FBM| = 1.0; the proved bound is 1.5
CORRECTNESS on a box verdict, not perf. This file derives |Perlin3D| <= 1.5
rigorously, exposes it as PerlinAbsBound, uses it for the tunnel warp, and says
outright that the header's "~[-1,1]" is an observation and that a box verdict
resting on one is a hole. Three ExtraReach formulas in the same file assumed
sup|FBM| <= 1.0 -- and VoxelNoise::FBM normalises (Total / MaxValue), so
sup|FBM| = sup|Perlin3D| exactly. The bound was wrong by 1.5x.
At shipped defaults, soundness needed B <= 1.27 (VerticalShafts, Rough 3.0) and
B <= 1.40 (Maze, Rough 2.0); both are violated at B = 1.5. Break-even roughness
is 1.6. FloatingIslands survives only because its SDFBlendRadius is 5 -- sound
by parameter luck, not construction.
Nothing in the running game was affected (no strate has bUseOperatorStack
ticked) and the empirical Perlin sup ~1.0-1.1 is why nothing surfaced. But the
tile scans SAMPLE, and for shafts they sampled a source that proved zero tiles
until
|
||
|
|
eb317d9933 |
feat(stats): stat VoxelForge -- make tile skipping and the column memo observable
The plugin had ZERO stat counters, so every claim this refactor makes was harness-only: "skipped correctly" and "skipped nothing" render identically. CODEX-TASK-001 and -002, executed by Codex (gpt-5.6-luna xhigh), reviewed against the source. Eight DWORD counters in a new stat group: GenerateTileResult -- TilesClassified / SkippedAllSolid / SkippedAllAir / Meshed ClassifyTile bAnyCave exit -- TilesOpStackSolid / TilesOpStackAir FSurfaceColumnSource::GetColumn -- ColumnMemoHit / ColumnMemoMiss The op-stack counters are separate from the lumped skip counters on purpose: ClassifyTile also proves AllSolid on its hand-written bedrock-gap path with no strate opted in, so the lumped number cannot show a before/after. The op-stack pair is zero BY CONSTRUCTION until a strate ticks the flag. GetColumn is instrumented and deliberately NOT fixed -- the instrument and the fix in one build would make each other unreadable. Verified against UE_5.7 Stats.h rather than assumed (first stats use in this plugin, no in-repo precedent): all four macro arities, and INC_DWORD_STAT -> FThreadStats::AddMessage, so the worker-thread safety both sites need holds by mechanism. Not built -- Jahni builds. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
e002bd4e2e |
feat(opstack): VerticalShafts' connector branch never tested a connector -- test the real capsules
Jahni's call: bank T1.d at 11/40 and take VerticalShafts rather than squeeze the Perlin sup. Right call -- a clearly-scoped defect with no hole-risk maths, on an archetype that was getting nothing. The defect is stated in its own comment. FShaftFieldSource::EffectOverBox ended with a "connectors" branch that never looks at a connector: it returns CarveOnly because a shaft EXISTS within Spacing*1.6 + Pad. At ShaftSpacing 55 and ShaftDensity 0.6 that box spans ~4x4 cells and ~10 shafts, so the condition is true essentially everywhere -- exactly the reported 0 proved of 60. Conservative, never wrong, completely sterile; the same shape as the worm's unconditional CarveOnly one archetype over. It now rebuilds the connectors the way GetCells does and tests the real capsule. Two things had to be right and both were read in the source rather than assumed: - The enumeration is a superset. Eval reads connectors from the 3x3 of ITS query's cell, so any pair visible from a point in the box has both shafts in the 3x3 of some cell the box touches, i.e. in [box cells] +- 1 -- the range swept here. Pairs no query ever sees may be produced: extra CarveOnly, never a hole. - The pair order matches, so the hash matches. VoxelHash::Pair is fed in insertion order and GetCells inserts over (dy, dx), row-major; this sweeps (cy, cx), and row-major order restricted to a sub-grid preserves the relative order of two cells. So the same pair gets the same hash WITHOUT assuming Pair() is symmetric -- which was never verified and now need not be. The capsule test splits the axes because a connector is HORIZONTAL at height Zc: Z is exact, XY is point-to-segment from the box centre minus the XY half diagonal. Tighter than the 3-D half-diagonal the tunnel version had to settle for. Also the same sampler trap, caught before the build this time: tile XY was drawn from +-48 voxels against ShaftSpacing 55 -- under one period of the pattern, identical in kind to the +-32-vs-80 bug that cost the tunnel test three runs. Widened to +-440, and the report prints its own extent in units of ShaftSpacing. The safety net was already there and is untouched: this test brute-forces the full lattice of every proved tile, both hypotheses, and AddErrors on the first violation. If the superset or hash-order argument is wrong, the assertion fails rather than a player falling through the floor. Unbuilt. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
b2938d38f1 |
fix(opstack): the warp bound was the dominant term all along -- 2.0 -> 1.5, and MEASURE it
Jahni asked whether I was in a loop. I was, and re-reading the original found it
in one line.
PerlinAbsBound was set to 2.0 in the first commit of the spatial EffectOverBox
and never revisited. The dilation is CaveWarpStrength * VOXEL_NOISE_SCALE *
PerlinAbsBound, and CaveWarpStrength is 8.0 by default:
8 * 1.25 * 2.0 = 20 voxels, applied +/- on every axis
tile 10 voxels -> query box 50 per side -> 125x the tile volume
So the tunnel test I called "an order of magnitude tighter" actually needed
DistToAxis >= 78 against a cull rejecting at ~107. 27% tighter, not 10x -- and
the run said so: tunnels reaching went 78.0 -> 58.5, a 25% cut. The instrument
was right and I credited the tunnels.
Four rounds -- worm, columns, sampler, tunnel disjunction -- each individually
correct, every one of them tightening around a term nobody had measured. I kept
instrumenting what I had just changed and never instrumented what I had assumed.
What re-reading showed: BuildChunkCache is called everywhere with
Expansion = CaveWarpStrength + 2.0f, which is only correct if |Perlin3D| <= 0.8.
The whole plugin has always bet on 0.8. I picked 2.0 -- 2.5x more conservative
than the assumption the cache's own correctness already rests on.
The corrected bound is derived, not guessed. GradDot returns +-u +-v with u and
v two DISTINCT components (checked on all four hash branches). Splitting the
eight corners by i gives, per axis, sum w*|dx| = (1-su)*fx + su*(1-fx) <= 0.5
(max at fx = 0.5). Hence |Perlin3D| <= S_x + S_y + S_z <= 1.5, with no case
analysis on the hashes. Dilation 20 -> 15.
And the instrument that should have existed from the start: EffectOverBox now
also runs every room/tunnel test with the warp dilation set to ZERO and reports
both, so Hit* - Hit*NoWarp is exactly the blocking caused by my box rather than
by geometry. The report says, in the output, that if that gap dominates the next
move is the warp bound and not the primitives.
Separately: the diagnostics had turned into narrative, printing hardcoded numbers
from previous runs next to live ones ("32 of 34 tiles vs 21 for rooms" while the
live figures said 21 of 28). Unreadable, and I wrote all of it. Diagnostics now
report THIS run; the history stays in OPSTACK-PROGRESS.
Unbuilt.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
|
||
|
|
9733179723 |
feat(opstack): tunnels get a threshold test -- T1.d is measured at 6 of 40 tiles, 0 violations
THE PRIZE LANDED. At production defaults: 6 of 40 tiles proved AllSolid, 7986 voxels brute-forced, 0 violations. 15% of tiles skip GenerateMesh entirely, one BuildChunkCache traded against 30000+ density evaluations each, and not one verdict is asserted -- every voxel was re-evaluated and came back on the claimed side. The dense fixture still reports 0, exactly as the arithmetic said it must, so this is a measurement of production rather than of a widened test. The breakdown finally isolated the tunnels: of 34 unproved tiles, 32 were blocked by a tunnel and 21 by a room, so >=13 were tunnel-only. That is what justified the deferred disjunction, and why it was deferred rather than guessed. A primitive no longer matters if it misses its cull OR its own SDF stays >= T+K over the box. Each branch wins on a different class, by calculation: for rooms the cull (Rmax+3K) is tighter than the threshold (Rmax+T+K), so rooms keep the cull alone; for tunnels the cull is a capsule BOUNDING SPHERE, radius ~107 for a 200-long tube of radius 7, against a true segment distance. Order of magnitude. The bound is exact, not cautious. TaperedCapsule was read, not assumed -- Dist(P, ClosestOnSegment) - Lerp(Ra,Rb,t) -- so SDF >= dist(P,segment) - max(Ra,Rb); and dist(box,segment) >= dist(centre,segment) - half-diagonal by triangle inequality. VF_DistPointSegment is written locally rather than taken from FMath: five lines, and "I think that function does that" is not good enough under a correctness bound. Identity CHANGED MEANING, from "Sdf stays FLT_MAX" to "Sdf >= T" with T = max(3*SDFBlendRadius, WormNetworkRange). Sound only because all three consumers of the SDF channel were read one by one: FSdfConvertOp's Blend is MakeSdfCarve(P.SDFBlendRadius, ...) => K; the twelve modifiers gate at 3K; FWormFieldSource at WormNetworkRange. Plus the one that could have bitten -- FCaveTerraceMod re-probes the SDF at Z+-1, OUTSIDE the box, but its gate is line 13 and the probes are lines 28-29, so a gate false everywhere never emits one. ANY NEW CONSUMER OF THE Sdf CHANNEL MUST HAVE A THRESHOLD <= T OR JOIN THAT MAX, or it gets tiles with no geometry and no collision. Written at the site. Why -K suffices for any N: SmoothMin's penalty is exactly zero once |A-B| >= K, so the running minimum saturates at K below the smallest term and cannot descend further. Sdf >= min_i(SDF_i) - K for ANY number of primitives, not - N*K/6 -- without which the slack would scale with the ~88 tunnels and be worthless. Unbuilt. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
87a0b996ec |
test(opstack): measure the box verdict on BOTH densities -- the fixture cannot prove a tile
The widened sampler worked: 39 of 40 tiles now land clear of the (0,0) spine.
The verdict did not move -- rooms still hit 40 of 40. By my own pre-registered
rule that means the room-lattice model was wrong, and it was, for a reason the
report had been printing at me for three runs: "= 7.6 x RoomSpacing 42".
RoomSpacing is 42 here, not the 80 I did the arithmetic with. I read the
UPROPERTY default out of the header instead of the fixture that overrides it.
Fifth premise this refactor that reversed on being checked, and the plainest:
the number was on screen.
EnableTunnelFeatures densifies on purpose -- RoomSpacing 80 -> 42, RoomDensity
0.35 -> 0.85 -- because at the defaults only 1.1% of samples were in open cave
and the equivalence compared solid rock to solid rock. That densification is what
makes check 1 mean anything, and it is exactly antagonistic to provability:
room cull radius = max(R*1.5, R*HeightRatio) + 3*SDFBlendRadius
= 1.5R + 12 for R in [10,30] => 27..57, mean ~42
lattice spacing = 42 at 85% occupancy
The mean cull radius equals the lattice spacing, so cull spheres cover that world
~3.6x over and NO box can be outside all of them. "6.3 of 8.3 rooms reach" is not
a loose test, it is a saturated world. No sampler change and no tunnel tightening
can move it -- which is why widening the sampler correctly changed nothing.
So 0 proved on this fixture is the RIGHT answer, and informative: the prize
shrinks to nothing as caves saturate. It is simply not an answer about
production.
Check 4 is now a lambda run twice -- parameterised rather than copy-pasted,
because two copies of the criterion would drift and the second would lie:
[dense fixture] as before, expected to stay ~0 and now documented as correct;
[production defaults] the same 40 tiles against RoomSpacing 80 / RoomDensity
0.35, the real UVoxelStrateDefinition defaults. Both brute-forced voxel by voxel.
Not "widen it until it passes": the dense run stays in the report, must stay ~0,
and a false verdict in either still fails. The two stacks deliberately share
FRoomGraphSource's thread_local caches, so this run and check 3 now watch each
other through the params fingerprint in the key.
Unbuilt.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
|
||
|
|
f2fefade4c |
test(opstack): the tile sampler never left the (0,0) spine -- widen it to 4x RoomSpacing
The per-class breakdown refuted my own hypothesis on its first run. I predicted "tunnels >> rooms, so it is capsule bounding spheres". Tunnels ARE wildly over-counted (69.2 of 80.4 reach), but rooms hit all 40 tiles too, so fixing tunnels alone would have moved the number by exactly zero. Fourth confident chain this refactor that reversed on contact with a measurement. The real finding is that the measurement was invalid. The sampler drew tile XY from RandRange(-4,4)*8, i.e. +/-32 voxels, against RoomSpacing = 80 and a guaranteed OriginRoomRadius = 20 room at (0,0) whose cull radius is 42, with the (0,0) spine descending exactly there. All 40 tiles sat inside the origin room's cull sphere, in the most cave-riddled spot in the world. "4.9 of 7.2 rooms reach" was measuring the spine hub, not the world's cave density -- every conclusion about whether deep rock is provable was answering another question. Widened to +/-320 voxels (4x RoomSpacing). The report now prints its own sampling extent and how many tiles landed clear of the spine, because a sampler whose extent you cannot quote is one nobody is watching. This changes what the measurement LOOKS AT, never what it demands: every verdict is still brute-forced voxel by voxel, so a wider sampler that produced a false verdict still fails. Also worked out, before writing any code, why rooms cannot be tightened and tunnels can. SmoothMin's penalty is exactly zero once |A-B| >= K, so the running minimum saturates at K below the true minimum and Sdf >= min_i(SDF_i) - K for ANY number of primitives. With K=4, WormNetworkRange=24, mods gating at 3K=12, the threshold T is 24. For rooms the cull rejects at Rmax+3K=57 while an "Sdf >= T+K" test rejects only at Rmax+T+K=73 -- the cull is strictly better. For tunnels the cull is a capsule BOUNDING SPHERE, radius up to ~107 for a 200-long tube of radius 7, while the real segment distance rejects at 35. An order of magnitude, and sound because TaperedCapsule is a genuine distance function (verified, not assumed). That disjunction is NOT in this build on purpose: it changes what Identity means here, from "Sdf stays FLT_MAX" to "Sdf >= T", which is only sound if every consumer threshold is <= T. Three premises still need reading rather than assuming -- VF_NearCaveSurface's constant, the Blend passed to FSdfConvertOp, and whether any modifier re-probes the SDF outside the box before its gate. Fix the measurement first; it costs nothing and it is wrong today. Unbuilt. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
8043a613c3 |
perf(opstack): drop the redundant column test, and measure WHICH primitive class blocks the box
The worm fix worked -- attribution now reads "AllSolid killed by: RoomGraphSource x40", with WormFieldSource gone from the list. The blocker moved one operator upstream. And my own warning is now the thing to distrust. It said "if it names RoomGraphSource, the tiles genuinely straddle cave", which is a hypothesis wearing the costume of a conclusion -- the same mistake as the previous warning, one level down. RoomGraphSource has four primitive classes behind it whose bounds differ enormously in quality. No third guess. PROVED, not guessed: the columns test is removed. It treated columns as infinite cylinders in Z (the cache gives them no vertical bound), so a box hundreds of voxels below the owning room answered Both over a shared XY circle. It was REDUNDANT rather than conservative: columns are read by exactly one operator, FRoomColumnMod, whose Eval opens with VF_NearCaveSurface(InOut.Sdf, ...). In a box no room/tunnel/pit/chimney reaches, Sdf stays FLT_MAX everywhere, so no column can execute wherever it sits in XY. Removing it tightens the verdict without touching correctness. THE INSTRUMENT: EffectOverBox no longer early-outs on the first hit, it counts all four classes -- stopping at the first gives the right verdict and no information, which is exactly why "RoomGraphSource x40" was unactionable. Free at the scale that matters: BuildChunkCache has just run and dwarfs a walk over ~100 structs, and the verdict is memoised so the walk happens once per box. GetLastRoomBoxDiagnostic reads back what the operator computed rather than letting the test re-derive the criterion. The test could replay it -- and that second definition would drift from the real one and lie on the day it was believed. Same reason VF_BuildOpStackForChunk exists. The hypothesis it exists to kill or confirm: a tunnel is culled per voxel by its BOUNDING SPHERE, an enormous over-estimate for a long thin capsule, while a room's cull sphere is a fair fit. Tunnels >> rooms would mean the box test is losing to capsule bounding spheres rather than to real cave. NOT done deliberately: tightening tunnels to a true capsule test is not free correctness -- the per-voxel cull IS the bounding sphere, so a capsule test would be tighter than the cull and would break the stated criterion. Making it sound needs "no primitive can bring Sdf below max(Blend, SDFBlendRadius*3, WormNetworkRange)", which needs a bound on how far SmoothMin of N primitives dips below min. Real 0.2 design work, and doing it blind before knowing whether tunnels are even the problem is the C10 mistake verbatim. Unbuilt. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
f537648867 |
fix(opstack): the worm inherits the room source's box verdict -- the actual blocker
First build of the spatial EffectOverBox came back green with 0 tiles proved of 40. The warning written for exactly that case fired, and then was not good enough: it offered two candidate causes and BOTH were wrong. The real one was a third operator neither candidate mentioned. FWormFieldSource answered CarveOnly unconditionally with a provably correct amplitude bound of WormStrength. But BaseDensity = 8 and WormStrength = 10 are the DEFAULTS -- the field's own comment requires the worm to exceed BaseDensity or it could never carve air. So SolidMargin = 8 - 10 < 0 on every tile of every strate with worms on, before the fold reached anything the room source proved. A numerically correct bound that is structurally always fatal. The fix was already written three lines up in the worm's own Eval: NetworkMask is 0 when CaveSDF >= WormNetworkRange, which FLT_MAX always satisfies. The worm IS spatially bounded -- by the room source's bound, exactly like the twelve detail modifiers -- so where the source proves Identity it does not execute at all. Thirteen inheritors instead of twelve. Verified FVoxelOpSample::Sdf really does initialise to FLT_MAX rather than assuming it; the inheritance inverts into a hole otherwise. Deliberately NOT VF_NoCaveOverBox: that helper answers "identity" for a null Rooms, correct for the twelve modifiers and wrong for an op a future assembly could place behind a different SDF writer. No room source means we do not know, which must cost CPU rather than a hole. And the instrument, because the guess is the thing that cost a build: a diagnostic that lists candidate causes without measuring them is still a guess wearing rigour. FVoxelOpStack::ClassifyBoxAttributed reports the index of the first op that kills each hypothesis -- same loop, same early-out, verdict identical to ClassifyBox, because a diagnostic that takes a different path than the thing it explains sends you hunting in the wrong place. IVoxelDensityOp::DebugName gives them names and touches no cache key, so it cannot change the world. Check 4 now always prints "AllSolid killed by: <op> xN", and the zero-proved warning says to read it instead of re-deriving. Unbuilt. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
03ddcde334 |
feat(opstack): FRoomGraphSource::EffectOverBox answers spatially -- and AUDIT C2 is fixed
The chain no longer dies at the room source. The criterion is the per-voxel cull
lifted from point to box, which can fail for exactly one reason: Eval starts at
MinSDF = FLT_MAX and only lowers it through a primitive that survives its own
cull, so if no cached primitive survives its cull anywhere in the box, Sdf stays
FLT_MAX across the whole box.
FSdfConvertOp already returned Identity ("la source a repondu pour la paire") and
the twelve detail modifiers already inherited through VF_NoCaveOverBox. One
function learned to answer and fourteen operators became provable -- what the C1
wiring was built for.
Three deliberate choices, all erring toward CPU rather than toward a hole:
- |Perlin3D| <= 2, derived from GradDot + the convex hull of a trilinear lerp,
instead of the header's observed "~[-1,1]". A verdict resting on an observation
is the hole this file spends its life avoiding.
- the op pool is passed to BuildChunkCache, not nullptr: the bake reads OpParams
to place pits and chimneys, so nullptr would under-bound the cache and could
return Identity over a real pit.
- the search box is wider than Eval's, giving a superset of primitives.
The verdict is memoised per box (all twelve modifiers ask the same question), and
the cache is a SECOND per-worker cache so classification cannot disturb a live
generation's hot cache.
AUDIT C2, confirmed 2026-07-28, is fixed on the switch path in the same breath:
GetDensityWithParams now takes required ParamsFingerprint + LayoutVersion. The
alternative this audit section used to recommend -- add chunk Z to the key -- is
insufficient (Interleaved makes Alpha depend on chunk XY too) and destructive
(chunk XY is deliberately absent so gradient probes don't thrash the box, ARCH
8.10). The CRC is taken once per chunk where the params memo already lives, so
the per-voxel cost is two integer compares. The three test call sites pass it
too, so the oracle stops sharing the defect it tests.
Check 4 of the tunnel test no longer asserts "0 proved" -- that assertion would
now forbid the gain. It brute-forces every proved tile voxel by voxel instead and
reports the count, because a false verdict leaves no geometry and no collision
behind it.
The second debt (per-room ops can raise a modifier's amplitude above the strate
params a box bound reads) turned out to be DORMANT, not live: where the source
proves Identity the modifiers' gate never opens, and where it answers Both it
supplies no MaxCarveOverBox so nothing is provable anyway. It goes live the day
the source gains one. Written at the site.
Unbuilt.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
|
||
|
|
ce409e7bb1 |
test(opstack C2): floor-divide the sampled chunk range, and DIAGNOSE the Underwater 0% instead of guessing
The build is green: 14 tests, TunnelNetwork A+B bit-identical over 6000 samples, all twelve group probes non-zero, all 8 roughness variants identical, 0 gate leaks, C1 proved (10 Terrace rooms, 1119 samples inside them). One warning fired, and it is the one the test exists to fire: Underwater (stage C2): 2000 samples, 0 of them in open cave (0.0%) A GREEN BIT-IDENTITY OVER 2000 SAMPLES OF SOLID ROCK IS NOT EVIDENCE. It is exactly what two agreeing voids look like -- the 1.1% run of stage A, again, in a different slot. A REAL BUG FOUND WHILE DIAGNOSING IT The sampled chunk-Z range used Z / CHUNK_SIZE, and C++ integer division TRUNCATES TOWARD ZERO. TunnelNetwork sits at the top of the layout in positive Z, where truncation and floor agree, so it could not show there. Underwater sits at the BOTTOM, in NEGATIVE Z: -1 / 32 is 0 by truncation and -1 by floor, so the upper chunk bound starts one notch too high and the Clamp that follows piles the excess onto the strate's very last voxel -- inside the top seal band, i.e. solid rock. Fixed in both point builders via FloorDivChunk. Same family as the DivideAndRoundDown lesson already in the project notes: truncation costs a build cycle every time it is assumed to be a floor. That is a CANDIDATE cause, not a conclusion, so the commit does not stop there. NEW CHECK 5b -- ASK, DO NOT INFER Three causes produce "no sample in open cave" and they are fixed differently, so each now has its own number: rooms baked for the Underwater strate index (cause: the bake), samples landing inside the seal-free interior (cause: the sampled Z range), and the two together (cause: the XY spread). The info line says explicitly how to read them. Sampling also widens from 8 clusters to 24, matching the main scan. Fourth application of the rule this archetype keeps teaching: the check that explains a zero must be able to fail for exactly one reason. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
6a8390f11f |
feat(opstack): ClassifyTile consumes ClassifyBox for cave archetypes -- the T1.d prize, behind the same opt-in
⚠️ THIS IS THE ONE COMMIT OF THIS RUN WHOSE FAILURE MODE IS A HOLE, NOT A REGRESSION. A non-Mixed verdict makes the world skip GenerateMesh entirely: no triangles, no collision, invisible until a player falls through. Read VoxelForge.OpStack.ClassifyTileSoundness before trusting it. WHAT CHANGED ClassifyTile used to `return Mixed` without a call for every cave archetype ("archétype cave [...] pas prouvable en v1"). It now builds that strate's stack and folds ClassifyBox. SurfaceWorld and bedrock gaps keep their hand-written proofs untouched -- the exact-lattice column test is strictly better than any box bound, so the stack has nothing to add there. ONE DEFINITION OF THE STACK MAPPING, and that is the load-bearing part GetDensityAt's ~90-line build switch is extracted into VF_BuildOpStackForChunk and both callers now use it. A second copy would be the worst bug available here: a tile skipped on the verdict of a stack that is not the one producing its density is precisely a hole. A "keep these in sync" comment would not have been enough; there had to be only one. Params are passed in by pointer, never fetched inside, because both callers already have them. SIX GUARDS, ALL FAILING TO MIXED, none giving the benefit of the doubt 1. The strate must actually opt in -- on EVERY chunk coord the box touches, not just the one that triggered the attempt. Otherwise the classifier judges a field the mesher will not produce. 2. One cave slot per tile. Two slots means two param sets, and a stack answers only for its strate. 3. No mixed cave/surface/gap tile: the cave stack's box would cover Z belonging to another strate. 4. The params must be BIT-IDENTICAL across every chunk coord the box touches. This is the guard that matters, and it exists because of the finding committed earlier today: GetGenerationParams blends params inside a strate (Alpha depends on chunk Z for Gradient, and on chunk XY as well for Interleaved), so one stack genuinely cannot represent a tile that straddles a transition band. Memcmp on POD: differing padding can only produce a false MISMATCH, i.e. one Mixed too many. 5. A 27-chunk-coord cap, so a very wide tile does not pay for the check. We give up the gain, never the safety. 6. The disturbances are folded by hand (chasm ⇒ CarveOnly, bridge/ridge ⇒ FillOnly), because DECOMPOSITION 10.2 leaves them OUTSIDE the stack -- GetDensityAt applies them after the negate. A verdict that ignored them would be wrong exactly where they act. Same inequalities the SurfaceWorld branch already uses. The diff layer needs no new guard: ClassifyTile already returns Mixed for any tile with player mods in range, before any of this. TEST: VoxelForge.OpStack.ClassifyTileSoundness -- the same brute-force oracle as the existing ClassifyTileSoundness, on a world where every strate opted in. It does not check the fold (that is BoxVerdictFold) or the operators (those are the eight equivalence tests); it checks the WIRING. The number to read first is the count of tiles actually brute-forced: zero non-Mixed verdicts would mean the test proved nothing, so that case is an ERROR rather than a quiet pass. Its failure message lists the four suspects in the order worth checking. FIXTURE: FTestWorld::Build gains a bUseOperatorStack parameter (default false, so the thirteen existing tests still exercise the switch), and every test world now gets a PROCESS-UNIQUE LayoutVersion. That second change fixes a real cross-test hazard that was only ever hidden by an accident: PassagesVersion is per-instance and starts at 0, so two FTestWorlds both reported 1, and GetDensityAt's per-chunk caches are keyed on (ChunkCoord, LayoutVersion) -- one world could be served the previous world's params AND its CP_UseOpStack flag. Invisible while every world agreed the flag was false. The first world that ticks it removes that coincidence, in both directions. WHAT THIS BUYS TODAY: Maze, FlatPlain/CrystalChamber, VerticalShafts and FloatingIslands can now prove tiles in production, which is where the measured skipping (Maze 23/60, slabs 36-40/60) turns into frames. TunnelNetwork and Underwater still prove nothing: their chain dies at FRoomGraphSource, which answers Both with unknown amplitude. Making it answer spatially means building the SDF cache for the queried box -- now worth doing, since a skipped tile saves 30k+ density evaluations, and the amplitude fold plus the modifiers' Identity inheritance are already in place to receive it. That is the next piece. And nothing here changes Jahni's current world: no strate asset has bUseOperatorStack ticked, so every guard above is unreachable in his project until he ticks one. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
239c037f35 |
feat(opstack): the twelve detail modifiers inherit the room source's box verdict
Follow-on to the numeric fold, and the reason that commit does not yet pay off on TunnelNetwork. Separate commit because it is a separate mechanism with a separate revert story: the fold change was about AMPLITUDES, this one is about IDENTITY. THE OBSERVATION Every one of the twelve detail modifiers is gated on bNearCaveSurface, i.e. on Sdf < BlendRadius*3, and Sdf only becomes finite if the room graph wrote something. So wherever the source proves that no room and no tunnel reaches the box, Sdf stays FLT_MAX across the whole box and all twelve are IDENTITY -- not merely bounded, not merely CarveOnly-with-a-small-number. Identity. Each of them already knew this per voxel (it is their first `if`) and still declared Both / FillOnly / CarveOnly per box, which killed deep bedrock's AllSolid hypothesis exactly as hard as an operator that genuinely acts there. Twelve over-cautious declarations, one cause: they were not asking the source they depend on, although since C1 they already hold a pointer to it. VF_NoCaveOverBox(Rooms, Box, Ctx) short-circuits each EffectOverBox to Identity when the source itself answers Identity. Strictly conservative: it never returns Identity on its own authority, only where the source already did. A null pointer also means Identity, and that is correct rather than convenient -- with no room source in the stack, Sdf is FLT_MAX everywhere and the gate never opens. FCaveRoughnessMod gains the pointer purely for this. It is named RoomsForBox and documented as NOT for Eval, because that op deliberately reads STRATE params rather than LocalParams() and mixing the two up is the exact mistake C1's note exists to prevent. ⚠️ WHAT THIS BUYS TODAY: almost nothing, and that is worth stating rather than implying. FRoomGraphSource::EffectOverBox still answers Identity only when RoomDensity <= 0. The short-circuit becomes the deep-bedrock switch on the day the source answers SPATIALLY -- its room and tunnel bounds are already in the SDF cache; what it costs is building that cache for the queried box, which only pays once ClassifyTile actually consumes ClassifyBox. The wiring is put in now so that day touches ONE place instead of thirteen. No test change: this can only turn Both/FillOnly/CarveOnly into Identity where the source already returned Identity, so no existing verdict can move. The TunnelNetwork test still asserts 0 proved verdicts over 40 tiles, and it should still hold. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
353d504169 |
feat(opstack): the box fold carries NUMBERS -- amplitude bounds alongside EVoxelOpEffect (DECOMPOSITION 0.2)
Its own commit, nothing else in it, because it changes the contract all thirteen tests rest on. VoxelForge.OpStack.BoxVerdictFold is extended in the same commit, as required. THE PROBLEM, restated because the fix only makes sense against it Direction alone can never recover a FIELDED carve. A noise-threshold carve (TunnelNetwork's worms, wall roughness) has no spatial bound: it answers CarveOnly on every box of every strate that enables it, and that answer is TRUE. So it kills AllSolid everywhere and the archetype skips zero tiles. No refinement of EffectOverBox can fix that. But the AMPLITUDE is bounded, and for the worm it is trivial: the block only runs below the threshold, so t = 1 - WormValue/WormThreshold is in [0,1] and NetworkMask is in [0,1], hence the carve is at most WormStrength. "The rock is solid by more than the sum of every remaining carve" is therefore provable. THE CONTRACT - IVoxelDensityOp gains MaxCarveOverBox / MaxFillOverBox (density units, FLT_MAX = unknown) and ForcedMarginOverBox (how far the density is guaranteed from zero, 0 = unknown). - FVoxelBoxHypotheses gains SolidMargin / AirMargin. A forcing op sets one; each carve subtracts its amplitude; the hypothesis dies when the margin is no longer strictly positive. - VF_ForceHypotheses and VF_FoldEffect take the new values as DEFAULTED parameters. BACKWARDS COMPATIBILITY IS THE POINT, and it is structural rather than promised: the defaults are FLT_MAX and 0, so an op that overrides nothing subtracts FLT_MAX from a margin of 0 and kills the hypothesis exactly as the purely directional fold did. Not one existing verdict moves. The float arithmetic is deliberately unguarded: 0 - FLT_MAX is -FLT_MAX, -FLT_MAX - FLT_MAX saturates to -inf, -inf > 0 is false, and no NaN is reachable because both terms share a sign. BOUNDS DECLARED (each proved from the code, not estimated -- over-estimating costs CPU, under-estimating is a hole) - FConstantFieldSource::ForcedMarginOverBox = |Value|. This is the missing FIRST TERM: without a source that states how solid the rock is, there is nothing for a bounded carve to be subtracted from, and every bound would still kill the hypothesis. - FWormFieldSource: MaxCarve = WormStrength (the bound that had been written and unused since stage A), MaxFill = 0. - FCaveRoughnessMod: 1.4 * SurfaceRoughness * VOXEL_NOISE_SCALE both ways. - FLayerLineMod (LayerLineDepth), FRibbingMod (RibbingDepth), FScallopMod (ScallopStrength), FCaveOverhangMod (SCALE * Depth * Strength). WHAT THIS DOES *NOT* DO YET, said plainly rather than implied TunnelNetwork still proves ZERO tiles. The chain dies at FRoomGraphSource, which answers Both with unknown amplitude, before any of the bounded ops are reached. Making it answer spatially means building the SDF cache for the queried box, which only pays once ClassifyTile actually consumes ClassifyBox -- so it belongs with that work, not here. The one case that changes today is a tunnel strate with RoomDensity <= 0: the room source returns Identity and the bounded worm + roughness can now leave AllSolid standing. Seven ops keep the FLT_MAX default (terrace, cliff, arch, column, dome, pinch, floor bias). Their amplitudes depend on room-relative data, and bounding them would change no verdict while the room source is unbounded. Writing bounds nobody can consume is how a bound goes stale unnoticed. ONE PRE-EXISTING DEBT MADE SHARPER, noted at every site: these bounds are computed from STRATE params, and a per-room terrain op can write a LARGER amplitude (ApplyTo overwrites even where the strate had 0). So a bound can be too small -- the dangerous direction. Same root as the too-optimistic EffectOverBox flagged in C1, same fix, and it MUST land before ClassifyTile consumes ClassifyBox. TEST: eight new blocks in BoxVerdictFold. The first two are the ones to read -- they assert that the defaults reproduce the old fold exactly, and that "unknown" is not "zero". Also asserted: carve amplitudes accumulate; equality loses the tile (the > is strict on purpose, since zero counts as air at the mesher); a bounded Both no longer kills a margin it cannot cross; and nothing bounded can resurrect an unprovable box. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
10dbe64b06 |
feat(opstack C3): TunnelNetwork + Underwater in the ported list -- 8 of 8
UsesOperatorStackForChunk now returns true for both, so the archetype switch has a complete operator-stack twin: per-strate opt-in, every archetype equivalence-tested bit for bit against its original function. This changes nothing by itself. The flag still requires bUseOperatorStack ticked on a strate asset, which is Jahni's call and was deliberately NOT done. What HAS changed is that the flag is no longer a no-op anywhere: ticking it on any strate now really switches that strate onto the stack. Not done, and it is the next real prize: ClassifyTile still uses hand-written guards and does not consume ClassifyBox. That is where measured tile-skipping becomes frames. DOCS - CODEMAP 3.2d: ported list 6 of 8 -> 8 of 8; the BuildTunnelNetworkStack row rewritten (19 ops, one builder for two archetypes); six new rows for the detail modifiers, each carrying the thing a reader would otherwise have to rediscover -- roughness reads STRATE params, terrace re-queries the SDF, the cliff's comment disagrees with its code, columns have no strate parameter at all, and LocalParams() is the override whose EffectOverBox is too optimistic on a strate with an op pool. Also corrected the stale "never compare the two paths" line: C10 is closed and all eight equivalence tests compare bit for bit. - CODEMAP 3.3 UsesOperatorStackForChunk row: same list, plus the warning that the flag is now a real switch rather than a harmless tick. - OPSTACK-PLAN: status header and the Phase 2 order both updated; the three-stage TunnelNetwork breakdown and the calls-not-transcribes rule recorded there rather than only in the code. - OPSTACK-PROGRESS: the closing entry for this unattended run -- every commit in order, the five original-code findings ported as-is, the two decisions that are not reversible by taste, the ClassifyBox optimism C1 introduced and that must be fixed before ClassifyTile consumes it, what breaks first per group, and the likely compile-error spots. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
e479fcdf7d |
feat(opstack C2): Underwater reaches the tunnel stack from a second case + its own equivalence check
STAGE C group 2. No operator, no parameter, no new stack: Underwater IS TunnelNetwork.
PREMISE VERIFIED BEFORE BUILDING ON IT (the lesson this refactor has paid for four times)
OPSTACK-DECOMPOSITION §8 claims there is no density difference at all. Both halves were re-read
rather than assumed:
- GetDensityAt already puts `case Underwater:` and `case TunnelNetwork:` in the SAME arm, both
calling GetDensityWithParams (VoxelGenerator.cpp, the production switch);
- a repo-wide search for WaterLevelRelative shows FStrateGenerationParams' copy is read only by
UVoxelStrateManager's water-level query (render side) and by the SurfaceWorld beach op through
a DIFFERENT struct. GetDensityWithParams never reads it.
So the wiring is one more `case` above the existing one, sharing CP_Tunnel.
ONE REAL DIFFERENCE FROM THE FIVE CASES ABOVE IT, stated in the code
No degenerate-strate guard. The other five archetypes have one because their density functions
early-out to `return 1.0f` on zero height and the stack has no such early-out by design.
GetDensityWithParams has no early-out at all -- read line by line, not assumed. Adding a guard here
would make the stack diverge from the switch on degenerate strates, in exactly the direction the
guard exists elsewhere to prevent.
TEST (same commit): new check 5 samples 2000 points in the Underwater SLOT, with the same room-op
pool attached to that definition before anything is evaluated. This is not tautological even
though both paths call the same function: the Underwater slot is a different strate, hence a
different StrateIndex, hence a different bake seed and a different entry in the strate-index memo.
It exercises what six chunks of slot 0 cannot -- that the stack follows the right room set when
two strates of the same archetype coexist in one world.
The failure message says explicitly that if the TunnelNetwork equivalence is green and only this
one fails, the finding is a real density difference between the two archetypes, which contradicts
§8 and is worth more written down than patched.
UsesOperatorStackForChunk still returns false for both. That is C3.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
|
||
|
|
9591088d34 |
feat(opstack C1): per-room op override -- eleven detail ops read LocalParams() from the room source
STAGE C group 1. No operator added: nineteen ops before, nineteen after. What changed is what ELEVEN of them READ. THE MECHANISM, AND WHY §2's "NO CLEAN HOME" PROBLEM DISSOLVED FRoomGraphSource gains LocalParams(): the strate params with the nearest room's hash-rolled UVoxelTerrainOpDefinition applied on top, exactly as the original's `FStrateGenerationParams LocalTerrainParams = Params; ... NR.RoomOp->ApplyTo(...)` shadow does. Every detail op that read the shadowed copy now reads that. OPSTACK-DECOMPOSITION §2 called this the piece with no clean home and proposed giving each modifier an "only inside room N" predicate. The difficulty came entirely from assuming each modifier must OWN its params. One op owns the shared state, the rest read it -- and that pattern was already established here twice (FOverhangShelfMod <- FSurfaceColumnSource, FShaftLedgeMod <- FShaftFieldSource). No scoping predicate was invented. Same shape as the pit/chimney resolution. ELEVEN, NOT TWELVE, AND THAT IS READ FROM THE CODE Surface roughness (4b) does NOT read the per-room copy: the original's `const FStrateGenerationParams& Params = LocalTerrainParams;` is declared INSIDE the `if (bNearCaveSurface)` block, which begins after step 4b. Ported that way and flagged in the op so it does not get "uniformised" later. MEMOISED PER VOXEL, AND WHY THAT IS FIDELITY RATHER THAN OPTIMISATION The original builds the copy ONCE per voxel inside the gate. Eleven ops calling LocalParams() would build it eleven times. So FState carries a valid-flag that FRoomGraphSource::Eval clears at the top of every voxel (before any early-out, so nothing can read the previous voxel's room), and the first modifier that asks pays for it. Deep rock pays nothing, exactly as before. The ~74-field copy itself is TRANSCRIBED AS-IS. It is a real per-voxel cost; recorded in OPSTACK-PROGRESS as a perf item, not "improved" here. ONE THING THIS EXPOSES, WRITTEN DOWN BEFORE IT BITES EffectOverBox still answers from the STRATE params, because a box spans many rooms and a per-voxel copy has no meaning there. Since ApplyTo writes the op's value even where the strate's was 0, a room op can ENABLE a modifier the strate had off -- so a box verdict can now be too optimistic on a strate that has a terrain-op pool. Harmless today (nothing consumes ClassifyBox in production) and it MUST be fixed before ClassifyTile does. Noted at FLayerLineMod::EffectOverBox and in OPSTACK-PROGRESS. TEST (same commit) -- this is the acceptance stage B could not make - The pool gains a Terrace op with values (3.0 / 0.95 / 1.4) deliberately far from the strate's (6.0 / 0.6 / 0.5). A stack that ignored the override now CANNOT be bit-identical. - New check 3c asks the structure, not the density, because there is still no params probe for a pool (the pool is not in the SDF cache key): how many baked rooms carry a Terrace op, and how many samples fall inside one of those rooms' influence radius. Both must be non-zero, or check 1's green means only that two paths agree where the override never applies -- which is what stage B already proved. Fourth application of the pit lesson. IF THIS GROUP IS WRONG: check 1 fails with diffs clustered inside a subset of rooms (those that drew Terrace) and terrace-shaped Z banding, while check 3c still reports non-zero coverage. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
8a303cc085 |
test(opstack B5): prove the bNearCaveSurface gate -- a voxel outside it is bit-identically untouched
STAGE B group 5 of 5, and the only one that adds no operator. Stage B is complete: 19 ops, all
twelve detail modifiers ported.
THE DECISION, restated where it is paid for
The gate is a repeated early-out inside each operator (VF_NearCaveSurface), not a scoping
container. Reasons live in the code at that function; the short form is that the stack is a flat
list ClassifyBox folds op by op, a container would have to re-implement VF_FoldOp and would hide
its children from the fold, and an op that only exists inside a container cannot become a Phase-3
asset. What that choice buys in composability it pays for in risk: TWELVE places to forget the
gate instead of one. Hence a check aimed at exactly that.
NEW CHECK 1d
Classify each sample by its final SDF (nothing downstream of the room source writes that channel),
then compare the full stack against one with the eleven controllable amplitudes zeroed:
- outside the gate the two must be BIT-IDENTICAL -- asserted, and the leak count is printed;
- inside the gate they must differ often -- printed, and ZERO is an error, because "nothing
leaked" is worthless if the answer is "nothing happened anywhere". Same trap as a coverage
guard that only fires at zero, one level up: a check can be vacuous as well as a counter.
- the outside-gate sample count is printed and warns below 10%, since deep rock is the common
case in production and a sample set that never leaves the cave does not exercise the gate.
WHAT THIS CHECK CANNOT COVER, stated in the output rather than left implicit: the column operator
(STEP 4d) has no amplitude to zero, so it cannot appear in the zeroed stack. Its gate rides on
check 1's bit-identity against the original instead. That is sound but invisible, which is why the
info line says so.
Also corrected in the test header: the modifier count is TWELVE, not the thirteen that had been
carried in the notes, and only ELEVEN of them read the per-room param copy -- surface roughness
(4b) sits before the shadow declaration and reads strate params. Both numbers matter for C1.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
|
||
|
|
b063d437c1 |
feat(opstack B4): port Columns (4d), Domes (4g), Pinch (4h), FloorBias + Column op in the test pool
STAGE B group 4 of 5 -- and with it, ALL TWELVE detail modifiers are ported. 19 ops:
ConstantRock -> RoomGraph -> SdfCarve -> Roughness -> Terrace -> LayerLines -> Ribbing
-> Overhang -> Cliff -> Scallop -> Arch -> RoomColumn -> Dome -> Pinch -> FloorBias
-> Worms -> [structural x3]
Still NOT wired: UsesOperatorStackForChunk returns false for TunnelNetwork. What is missing is C1,
the per-room op override -- which adds NO operator, it changes what eleven of them READ.
TRANSCRIBED
- FRoomColumnMod (4d): walks SDFCache.Columns. Not FGridColumnMod -- that one rolls cylinders on a
world grid for FlatPlain/CrystalChamber; this one iterates a per-room bake.
- FDomeMod (4g): upward half-ellipsoid, up to 2 per room, capped at 0.85 * room radius.
- FPinchMod (4h): perimeter-anchored ellipsoid with the SideFactor term that leaves the passage
axis clear.
- FFloorBiasMod: quadratic fill below room centre, only in definite air. LAST in the chain and not
interchangeable -- it exists to undo what roughness (4b) did to floors. That is why the operator
order in BuildTunnelNetworkStack is the original's order line for line.
THE TRAP IN THIS GROUP, WHICH IS THE PIT LESSON A THIRD TIME
Columns have NO strate parameter. The per-voxel loop has no `if (ColumnDensity > 0)`, and the bake
reads OpParams (a FRESH struct with only the room's op applied), so FStrateGenerationParams::
ColumnDensity is read by nothing. Consequences, all three of which shaped this commit:
1. The `ColumnDensity = 0` line in the old DisableStageBModifiers was inert. It was never what
kept columns off; the absence of a Column op in the pool was.
2. No FeatureProbes entry can cover columns -- there is no param to switch off. And a second
stack built on a pool without the Column op would SHARE the thread_local SDF cache (the pool
is not in its key) and return identical densities, i.e. it would lie. Exactly the trap that
was documented for pits.
3. So the stage-A guard that ERRORED on TotalColumns > 0 is inverted in this same commit: it now
REQUIRES TotalColumns > 0. Asking the bake what it baked is the only sound check here.
DisableStageBModifiers is deleted rather than left empty: its emptiness is the measure of stage B
being complete, and an empty function still being called is how a step gets forgotten.
TEST (same commit): op count 15 -> 19; MakeShaftOpPool renamed MakeRoomOpPool and given a third
entry (Column, Probability 1.0 on all three so every room draws one of the three evenly); three
more param probes (dome/pinch/floor bias); the column guard inverted.
⚠️ THE POOL MUST STAY Pit/Chimney/Column UNTIL C1. Eleven of the twelve modifiers read the per-room
param copy in the original and the strate params here; those agree only while no room carries a
DETAIL-type op, and ApplyTo(Pit/Chimney/Column) writes only pit/chimney/column fields. A Terrace
entry would break the equivalence -- which is precisely the test C1 adds, and the only possible
proof that the override works.
IF THIS GROUP IS WRONG: dome/pinch/arch diffs land inside open cave near room centres and
perimeters; a column error shows up as a ring of diffs at fixed XY through the whole room height.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
|
||
|
|
6ec60099d6 |
feat(opstack B3): port cave Overhang, Cliff, Scallop, Arch (STEP 4c)
STAGE B group 3 of 5. The stack is now 15 ops: ConstantRock -> RoomGraph -> SdfCarve -> Roughness -> Terrace -> LayerLines -> Ribbing -> Overhang -> Cliff -> Scallop -> Arch -> Worms -> [structural x3] Still NOT wired: UsesOperatorStackForChunk returns false for TunnelNetwork. TRANSCRIBED - FCaveOverhangMod: fBM with Z frequency at 0.15x of XY, positive lobe only (rock extends INTO the cave, never away), quadratic fade. Note this is the THIRD unrelated thing called "overhang" in the plugin -- FOverhangShelfMod (SurfaceWorld) borrows the uphill terrain height and shares nothing with it but the name. - FScallopMod: cellular noise, positive lobe carved out. Second consumer of VoxelNoise::Cellular3D, which is the second reason B1 shared that body instead of copying it. - FCaveArchMod: the first ROOM-RELATIVE modifier -- it needs the room's hash, centre and radii, so it is what makes FRoomGraphSource::GetNearestRoomIdx() necessary. Its gate is NOT the shared one: CaveSDF < SDFBlendRadius (inside the cave), not < SDFBlendRadius*3. PORTED AS-IS THOUGH THE ORIGINAL'S OWN COMMENT DISAGREES WITH ITS CODE FCaveCliffMod's comment promises "sample density at Z+1 and Z-1, compute vertical gradient". The code samples nothing: it draws a Perlin whose Z frequency is 3x its XY frequency and names the result VertGrad. It is a gradient-shaped PROXY, decorrelated from the wall's actual slope; the multiply by CaveSDF still gives it the right SIGN either side of the surface, which is why it produces steeper faces at all. Fixing it would change the world, and saying nothing would leave it to be "fixed" later by someone reading the comment instead of the code. Ported, documented in the op, recorded in OPSTACK-PROGRESS. ONE DELIBERATE ADDITION FCaveArchMod bounds-checks NearestRoomIdx with IsValidIndex before indexing; the original tests only >= 0. The index comes from EvaluateSDFCached so it is valid by construction, which is exactly why this can never change output -- only prevent a crash if that invariant ever breaks. Same class of decision as the params fingerprint in the cache key: err on cost, never on result. Overhang is FillOnly, Scallop is CarveOnly, Arch is FillOnly; only Cliff needs Both. Four of the eight modifiers ported so far keep a usable direction for the fold, which matters for the DECOMPOSITION 0.2 work later. TEST (same commit): op count 11 -> 15, four params groups move into EnableTunnelFeatures, four more per-operator coverage probes. ArchDensity is set to 0.9 rather than its 0.1 default and the reason is written down: at 0.1 a room draws ~0.3 arches and the probe would report zero with nothing wrong. Test coverage settings are not production values. IF THIS GROUP IS WRONG: diffs concentrate inside open cave (arch) or in a band |SDF| < range (the other three), and the roughness/terrace probes stay green. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
ab1a996cc5 |
feat(opstack B2): port Terrace, LayerLines, Ribbing (STEP 4c) + hoist the room source's per-worker state
STAGE B group 2 of 5. The stack is now 11 ops: ConstantRock -> RoomGraph -> SdfCarve -> CaveRoughness -> Terrace -> LayerLines -> Ribbing -> Worms -> [structural x3] Still NOT wired: UsesOperatorStackForChunk returns false for TunnelNetwork. STRUCTURAL CHANGE THIS GROUP FORCED FRoomGraphSource's thread_local SDF cache moved out of Eval into a `static FState& State()` accessor, because terracing re-queries the cache at Z+-1 and (from B4 on) columns walk it and the room-relative ops need NearestRoomIdx. Kept `static`, i.e. SHARED BETWEEN INSTANCES, on purpose: that is what the original does, and the test's stale-cache check (check 3) rests on two stacks sharing this cache while the params CRC in the key keeps them from serving each other's rooms. Making it a member would have turned that check green for the wrong reason. This is the established pattern in this file, not a new one: FOverhangShelfMod reads FSurfaceColumnSource, FShaftLedgeMod reads FShaftFieldSource, both via a non-owning pointer handed over at build time. Terrace now reads FRoomGraphSource the same way. TRANSCRIBED - FCaveTerraceMod: the Z-only SDF gradient orientation gate, the optional noise displacement of Z before the staircase, the Edge = lerp(0.45, 0.02, Hardness) stair profile, the quadratic fade. - FLayerLineMod: sine along Z, half-wave rectified, CUBED, subtracted. - FRibbingMod: same sine shifted by PI/2, rectified, SQUARED, added. THINGS THAT LOOK WRONG AND WERE PORTED AS-IS - Terrace's two gradient probes use UNWARPED X/Y and RAW Z, while the field they probe was evaluated at WARPED coords and effective Z, and they exclude pits/chimneys. So the probe does not sample exactly the field whose slope it measures. Real, in the original, load-bearing for the look; noted in OPSTACK-PROGRESS rather than fixed. - Terrace/LayerLines/Ribbing use raw WorldZ while roughness uses EffectiveZ. Deliberate in the original (geology stays horizontal whatever the strate's vertical scale). - `&& CaveSDF < FLT_MAX` is redundant under the bNearCaveSurface gate; kept. - NearestRoom is now reset to -1 unconditionally, which the original does not do (its thread_local keeps the previous voxel's value when RoomDensity <= 0). Unobservable there because no consumer runs; here the consumers are separate objects, and a stale value crossing an operator boundary is not something you find later. Ribbing and LayerLines are FillOnly / CarveOnly rather than Both -- two detail modifiers that keep a usable direction for the fold, which is more than the roughness or the terrace can say. TEST (same commit): op count 8 -> 11; the three params move from DisableStageBModifiers into EnableTunnelFeatures with spacings deliberately small against the sample window; three MORE coverage probes, one per operator rather than one per group -- a single "B2" probe would stay green while two of the three were wrong. IF THIS GROUP IS WRONG: diffs cluster where |SDF| < spacing*1.5 near horizontal surfaces (terrace) or in thin Z bands (lines/ribs). If instead the whole equivalence collapses everywhere, suspect the FState hoist, not the three new ops. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
6e29cbfe4c |
feat(opstack B1): port TunnelNetwork surface roughness (STEP 4b) + share the cellular noise
STAGE B of TunnelNetwork, group 1 of 5. The stack is now
ConstantRock -> RoomGraph -> SdfCarve -> CaveRoughness(4b) -> Worms -> [structural x3]
8 ops (was 7). Still NOT wired: UsesOperatorStackForChunk returns false for TunnelNetwork.
TRANSCRIBED
- FCaveRoughnessMod (VoxelDensityOpStack.cpp): STEP 4b literally -- two octave sets
(main + fine x3 with the +2000/+2500/+3000 offsets), the optional domain warp, the four-way
noise switch, the min(TotalRough, 0) anti-fill clamp inside definite air, and the quadratic
fade by distance from surface. Reads EffectiveZ, not WorldZ.
- VoxelNoise::Cellular3D moved verbatim from VoxelGenerator.cpp's `static CellularNoise3D` into
VoxelCaveMorphology.h; the generator keeps a one-line forwarder, exactly as FractalNoise3D and
RidgedNoise3D already do since T2.a. It lands in the cave header rather than VoxelNoise.h
because it needs VoxelHash, and VoxelNoise.h must not depend on the cave header. Forking a pure
function is how AUDIT C1 happened.
- HRidged3D added next to HFractal3D (same FVector round-trip, deliberately).
TWO THINGS THAT LOOKED WRONG AND WERE PORTED AS-IS
- The domain warp computes ONE offset and adds it to BOTH noise positions, so the main and fine
octave sets are warped identically. Two independent warps would be tidier and a different world.
- Roughness reads the STRATE params, NOT the per-room override. The original's
`const FStrateGenerationParams& Params = LocalTerrainParams;` shadow is declared INSIDE the
`if (bNearCaveSurface)` block that begins after step 4b. So eleven of the twelve detail
modifiers read the room copy and this one does not -- flagged in the op so C1 does not
"uniformise" it. (The handoff's "all 13 modifiers read the shadowed copy" is off on both counts:
it is twelve modifiers, and one of them is outside the shadow.)
STAGE B5 DECIDED HERE, WITH REASONS (VF_NearCaveSurface)
The gate is a repeated early-out per op, NOT a scoping container: the stack is a flat list that
ClassifyBox folds op by op, a container would have to re-implement VF_FoldOp and would hide its
children from the fold, and an op that only exists inside a container is not a Phase-3 asset.
Cost stated rather than hidden: the original tests once and skips twelve, the stack tests twelve
times. Measured before optimised -- that is the C10 lesson.
TEST (same commit)
- Op count 7 -> 8.
- SurfaceRoughness/DomainWarp moved from DisableStageBModifiers into EnableTunnelFeatures.
- NEW check 1b, group coverage: rebuild the stack with the group OFF and count moved samples.
Zero is an ERROR, not a warning -- a ported group that never executes is exactly how a bad
transcription survives a whole green run (the PitDensity lesson). This diff-of-stacks is sound
here although it lied for the op pool, because these are params and the params CRC IS in the
SDF cache key.
- NEW check 1c: all 4 noise types x {warp off, warp on} compared to the original over 1500 points.
The main equivalence only ever takes the FBM branch; three of four cases were untested.
IF THIS GROUP IS WRONG, what breaks first: the main equivalence reports diffs concentrated in
open cave and within |SDF| < SurfaceRoughness*2; if instead only check 1c fails, the fault is
inside one branch of the noise switch and nothing else is implicated.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
|
||
|
|
68e43238bd |
test: pits and chimneys never ran — ask the bake, not the density
Check 3b earned its keep on its first run: 0 of 1500 points moved when PitDensity was zeroed, because BuildChunkCache bakes pits inside `if (!CR.RoomOp) continue;` and then reads a FRESH param struct with only that room's terrain op applied. FStrateGenerationParams::PitDensity is never read by the bake. Pits, chimneys and columns exist only through a per-room UVoxelTerrainOpDefinition, and the fixture had none. Not a product bug: those fields carry no UPROPERTY, so no editor surface offers a setting that quietly does nothing. My reading was wrong. Three attempts, and the second is the instructive one. Zeroing the params tests fields nothing reads. Building a second stack with an empty op pool would have LIED — the op pool is not in the SDF cache key (LayoutVersion covers pool edits in production), so both stacks share the thread_local cache and report "no contribution" for a third wrong reason. So: ask the bake what it baked. Rooms > 0, pits > 0, chimneys > 0, columns == 0. The test now attaches a real Pit/Chimney op pool. Safe at stage A because ApplyTo(Pit) writes only pit fields, so none of the 13 unported detail modifiers wake up — a Terrace op there would break it, which is exactly what stage B adds. Also reworded the green equivalence message, which claimed pits and chimneys were exercised while zero existed. A success message that asserts coverage instead of reporting it reads as evidence while measuring nothing. Cave coverage 1.1% -> 21%, fingerprint 0.75% -> 95.8%. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
5bf61c1815 |
test: stage A is bit-identical — strengthen the test its own counters indicted
The port is correct across 6000 samples. The only failure was arithmetic in the assertion: 4 ops + 3 structural = 7, and I wrote 6. But two numbers that PASSED are the real finding. 65 of 6000 samples landed in open cave (1.1%), so the equivalence mostly compared solid rock to solid rock — the carve, pits, chimneys and worm carve only run near the network. And 3 of 400 probe points genuinely differed between the two param sets, so the stale-cache check asked its question three times and said "fine" 397 times about points that could never have answered it. Both counters were written to say exactly this, and did. Both guards only fired at ZERO, so the run went green with the coverage of a much smaller test. A coverage guard that only trips at zero does not measure coverage, it notices absence. Both are now fraction thresholds that print a percent. RoomSpacing 80 -> 42, RoomDensity 0.35 -> 0.85. New check 3b: rebuild the stack with PitDensity = ChimneyDensity = 0 and count the points that move. Enabling a feature in the params is not evidence it fired — SDFCache.Pits can come back empty and the test stays green — and these are the two loops DECOMPOSITION §2 calls the fiddliest in the plugin. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
ef5bda3d8a |
feat: TunnelNetwork stage A — the SDF spine, wrapping BuildChunkCache
The last archetype is ~1080 lines with 13 detail modifiers, a two-region cache and a per-room op override. Porting it whole before anything can be verified is ~600 unverified lines on top of ~200 — the pattern this refactor has dodged six times. So: three stages. Stage A = vertical scale, base rock, cave warp, room graph (+ pits and chimneys), carve, worms, structural post. 6 ops. It is verifiable NOW because every detail modifier is amplitude-gated and FStrateGenerationParams already defaults them all to zero — zeroing SurfaceRoughness sends the ORIGINAL down exactly the path stage A ported. TunnelNetwork stays OFF in UsesOperatorStackForChunk until stage C. The decision that matters: FRoomGraphSource CALLS BuildChunkCache and EvaluateSDFCached rather than transcribing them. That is where §8.4's two-region window-invariance discipline lives; a transcription would fork it, and the fork would be "validated" by a test comparing it to the original. Only the ~60 lines of glue are transcribed. FRAME ops are retired. All three candidates are now ported and none needed one: CaveWarp's scope is exactly one operator (pits/chimneys read unwarped coords), VerticalScale is a one-line pure function, and the island warp was already local. Not missing infrastructure — one idea seen three times from a distance. Also: check 3 was going to compare two interleaved param sets against the original, which would have FAILED — the original's SDF cache key has no params, so it serves B the rooms it built for A. Comparing there measures its bug, not the port. Rewritten against each stack evaluated alone. The same reasoning suggests a live production staleness across Gradient transitions; filed in AUDIT §C2 as SUSPECTED with the check that would confirm it, since it rests on a premise I have not verified. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
96e75abe57 |
feat: port FloatingIslands — the stack that runs backwards
6 of 8 archetypes ported. This one starts from VOID and FILLS where the other four start from ROCK and CARVE, which is what it was worth doing: neither end of the pile needed a new operator, only the opposite sign. FConstantRockSource -> FConstantFieldSource(+/-Base) AllSolid <-> AllAir FSdfCarveOp -> FSdfConvertOp(Sign = +/-1) carve <-> fill FSdfRoughnessMod 4th archetype, unchanged Only the island blob source is new. Multiplying by +/-1 is exact in IEEE-754, so the three already-green ports are bit-for-bit untouched. ClassifyBox can return AllAir for the first time in the plugin, and an island strate is by construction mostly empty — the test counts AllSolid and AllAir separately so an aggregate cannot hide whether that fired. Two bounds that would have been holes if assumed rather than derived: the island bound is one-sided (a hairline thread of matter hangs below each island down its axis, so only the TOP may reject), and the domain warp displaces X and Y independently, so the pad needs WarpAmp*sqrt(2). Also: AUDIT C1 was NOT closed. The 2026-07-27 sweep matched `SeedF * K` and this archetype's warp spells it `(float)S * K`, so one site survived — at seed 2e9 the warp flattens and every island snaps back to a perfect circle. Fixed in both paths in one pass so the equivalence test stays a valid oracle. Expect island silhouettes to change at large seeds. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
d0a9ce3018 |
fix: the column key omitted the params — my perf fix broke the overhang
VerticalShaftEquivalence is bit-identical (966 samples inside a shaft), so operator
reuse across archetypes is measured now, not intended.
But SurfaceHeightEquivalence failed: 69/20000 overhang samples differ, 1 crossing the
isosurface. Cause is the ColumnKey from
|
||
|
|
3acb3fbc6b |
feat: port VerticalShafts — three ops reused from Maze unchanged
The port that tests the thesis rather than the fidelity. Previous ports asked whether the decomposition reproduces the original; this one asks whether operators actually get reused across archetypes, which is section 2.5's claim and the only reason to do this refactor instead of tidying the switch. ConstantRock, SdfRoughness and SdfCarve are Maze's, reused without a line changed. In the switch, GetMazeDensity and GetVerticalShaftDensity are two ~100-line functions with nothing visibly in common; as operators they are the same three ops with a different source and different tuning (freq 0.1 vs 0.12, window rough+4 vs R+rough+2). New: FShaftFieldSource (infinite cylinders + hash-gated connectors into the SDF channel) and FShaftLedgeMod (banded shelves on the +X/+Y half so the shaft stays climbable). Deviation from section 6, stated: it suggested splitting the source so the XY-pure cylinder half could get an exact box verdict. Kept as one op because the connectors derive from the same 3x3 roll and the ledge mod needs the shaft list anyway, so splitting means rolling twice or sharing a cache between two ops. Forfeited: the exact verdict on the cylinder half. Kept: a conservative EffectOverBox testing circles and connector reach. FShaftLedgeMod gates on the POST-roughness Sdf as the stack left it; re-deriving it would use the pre-roughness value and shift every ledge. Reading the channel rather than recomputing is what the two-channel sample is for. Compile fix: FCells was declared below the functions returning it. Member bodies are deferred, return types are not. Ported: Maze, FlatPlain, CrystalChamber, SurfaceWorld (biomes included), VerticalShafts — 5 of 8. UNVERIFIED: not compiled past the FCells fix. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
f3faa3b5c2 |
perf: the column memo threw itself away every chunk
Jahni measured what I had only flagged: generation is slower on the op-stack path. Two compounding causes. The memo was keyed on InstanceId, which changes on every stack rebuild — every chunk. GSurfColCache, the cache this path replaced, is keyed on (XY box, StrateKey, Seed, LayoutVersion) with no ChunkZ, deliberately shared down the whole vertical strate stack. So a 4-chunk strate recomputed every column four times, including the cliff's four extra structural samples per column. And the table held 256 entries where a chunk is CHUNK_SIZE^2 = 1024 columns, so it thrashed against itself within a single tile before any cross-chunk question arose. PrepareChunk now derives a shared ColumnKey from (StrateBottomWorldZ, LayoutVersion, Seed) — the same identity GSurfColCache uses — and the table is 4096 entries (~150 KB/worker, in line with GSurfColCache's 6 x 59 KB). The memo is thread_local so it already survived rebuilds; only the key was discarding the contents. Sharing across chunk Z is sound because heights are XY-pure by type and the biome field is documented Z-independent — the same justification GSurfColCache rests on. ColumnKey starts at InstanceId rather than 0: slots initialise to Key = 0, so a zero key would falsely hit the pristine slot at (0,0). Without PrepareChunk you get per-instance caching, which is less sharing but still correct. This may not close the gap entirely and I am not claiming it does. Virtual dispatch and the hashed lookup vs a direct-indexed box both remain; they are smaller than a 4x column recompute, but "smaller" is a guess until measured. UNVERIFIED: not compiled. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
c277931a08 |
feat: SurfaceWorld complete — biome blending wired, guard removed
The two biome checks added last commit printed nothing on success, so a passing run was indistinguishable from a block that never executed — the exact flaw I flagged twice this session and then wrote myself. Both now report their coverage. Step 2c closes SurfaceWorld: - FSurfaceColumnSource takes per-biome params and an OWNED IVoxelBiomeField. Empty params leaves the original path bit-for-bit unchanged. - The field is owned by the stack rather than borrowed: the adapter points at GetDensityAt's thread_local biome context and cache, and the stack is itself thread_local rebuilt in the same refetch block, so all three live and die together. Structural ownership beats a convention the next reader has to infer. - The overhang amp blends across biomes — Lerp(Amp(PD), Amp(PN), W) with slope and threshold from the dominant only, as ComputeSurfaceColumn does. Interpolating the slope would be meaningless; it measures the terrain rather than configuring it. - FGeneratorBiomeField lives in VoxelGenerator.cpp, on the side that knows the generator. The op sees a capability, never an owner — which is what lets it become an asset in Phase 3. - The no-biome guard is removed from UsesOperatorStackForChunk. Also: the two constructors now delegate to one body with one id counter. The first draft had two competing counters, one tagged with a high bit to avoid collision, which is a smell rather than a design. 5 of 8 archetypes ported: Maze, FlatPlain, CrystalChamber, SurfaceWorld. UNVERIFIED: not compiled. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
1a3f6b6a72 |
fix: same stray-brace error as 7cd2bed — and label the boundary so it stops recurring
I anchored on the FACTORIES banner again, which sits after the anonymous namespace's
closing brace, so FBiomeBlendHeightSource landed at file scope and the `}` added with
it closed nothing. Identical to
|
||
|
|
6ad9f37a65 |
feat: the Mask combiner — biome blending in height space
Biome blending needs to ask which biome is at an XY, and the real answer is a warped Voronoi with a per-chunk cache on UVoxelGenerator. The op must not hold a generator pointer — Phase 3 wants ops to become assets, and one that owns a generator never can. So it depends on IVoxelBiomeField, a two-line interface returning (dominant, neighbour, weight), and the adapter that knows the generator stays on the generator's side. Same move as cliff -> structural: depend on the capability, not the owner. FBiomeBlendHeightSource holds one complete height stack per biome and lerps the HEIGHTS in the border band. Each biome's stack computes its own relief and gates its own terrace, exactly as the original makes two independent full calls and blends only the outputs. Blending heights rather than params is what keeps borders continuous across any param difference. The ceiling SELECTS the dominant instead of blending, because that is what the original does. Reproduced as-is rather than improved — a blended sky cap changes the world's silhouette and a port is not where that gets decided. Tested against a synthetic field rather than the real resolver: the resolver has its own coverage, while a synthetic field sweeps the weight 0 -> 1 continuously, which is where an inverted lerp hides. Five weights x 400 points, bit-exact against FMath::Lerp of the two full stacks, plus a check that the ceiling still returns the dominant's at weight 1. UNVERIFIED: not compiled. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
353c023dfd |
test: C9 is only half fixed — the libm half survives FPSemantics
All 9 tests green. LargeSeedSurvives proves C1 fixed by property rather than by comparison: seed 2e9 (what FMath::Rand produces) now yields 400 distinct heights over 400 samples where it previously gave a constant field. The three equivalence tests stayed green through an 85-site rewrite. The digest's NearIso warning fired at 2/115000 and its text blamed the /fp:fast vs precise split, which is fixed. First instinct was "stale warning, soften it". Checked instead, and the risk is real by a different mechanism: sinf/cosf are not specified by IEEE-754. FPSemantics = Precise makes MSVC and Clang agree on expression evaluation and says nothing about the math library; MSVC's CRT and glibc's libm may differ by ~1 ULP. FMath::Sin/Cos are used throughout the density path — layer lines, ribs, room placement, rotations. So C9's compiler half is closed by construction and its library half is not, and no build flag can close it. The measurement was also over-stating by ~100x: a single 1e-4 band is far too wide for a libm-scale delta (~1e-6 absolute at densities of magnitude ~10). Replaced with a three-band profile; only the tight band warns. UNVERIFIED: the reworded test. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
cd4cf216f5 |
fix: AUDIT C1 — bounded, site-salted seed offsets across all 85 noise sites
The op stack had already inherited this three times and every remaining port would copy it again, so fixing it now is cheaper than after. The audit's documented fix was wrong: bounding SeedF while keeping the * 97.7f multiplier still reaches 1.6e6, where the ULP is 0.19 — 9.5x the per-voxel step. Less spectacular, still broken, ticket closed. VoxelHash::SeedOffset(Seed, SiteKey) inverts the roles: the multiplier no longer decorrelates by amplifying, it IDENTIFIES the site, and the hash decorrelates. Output is in final units, bounded to [0, 16383], so the ULP is 10% of a voxel step. Site-salted, so two seeds must collide at all ~50 sites rather than sharing one global bucket. Safe to apply without compiling because the transformation is a pure regex and the literal stays visible at the call site, so each line remains eye-checkable against the original. Applied to all three files in one pass so the archetype switch and the ported ops changed identically — had they not, the three equivalence tests would say so. 62 + 7 + 16 sites, none left, plus two bare `+ SeedF` worm sites by hand. New test VoxelForge.Determinism.LargeSeedSurvives (seeds up to 2e9) because the equivalence tests are structurally blind to this: they compare the stack against the switch, both read the same faulty expression, so at a large seed both collapse identically — bit-identical, green, and both flat. An oracle that shares the bug cannot see it. This test asserts a property instead of a comparison. EXPECT EVERY WORLD TO LOOK DIFFERENT: this re-rolls every noise offset in the plugin. Intended, and covered by OPSTACK-PLAN 2.6.1. UNVERIFIED: not compiled. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
f7ed9407bf |
feat: wire SurfaceWorld (biome-less) + fix a column-memo perf trap
All six checks green, 9399 samples inside the overhang window. The single-entry column memo was correct only if the caller walks a Z column before changing XY, which the mesher does not promise. Iterating X first within a Z slice would miss on every voxel and re-run the whole height stack per voxel, cliff resamples included — an order of magnitude on the plugin's most expensive archetype. The tests could not have caught it: they sample random XY, where a one-entry memo and a 256-entry one behave identically. Only reading the access pattern finds this. Replaced with a direct-mapped 256-entry thread_local table hashed on the XY bit patterns, full key compared on hit, so a collision costs a recompute and never returns the wrong column. Wiring: UsesOperatorStackForChunk returns true for SurfaceWorld only when the strate has no biomes. The original blends heights toward the neighbouring biome across the border band; the stack evaluates one param set, so a biome strate would get a hard seam at every border rather than a subtle shift. The guard sits beside the archetype list so "can this strate take the stack?" stays one question in one place, and GetDensityAt keeps a defensive CP_BiomeCtx check that falls back if the two disagree. UNVERIFIED: not compiled. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
4dc55b1af3 |
feat: SurfaceWorld step 2b — the overhang shelf, the one op that is genuinely 3D
Step 2a green on all four counts, including FSurfaceColumnSource bit-identical to GetSurfaceDensity over 20000 samples. FOverhangShelfMod is the case that justifies where the two spaces were split: its uphill reach grows with altitude (Frac = (Z - TerrainZ) / OverhangHeight), so it is essentially Z-dependent and could not have lived in VoxelHeightOp.h. The boundary falls where the code changes nature. It needs TerrainZ plus a per-column gate (amp, uphill dir) the source computes. Recomputing per voxel would pay the cliff's four resamples per lip voxel; adding a third channel to FVoxelOpSample would put a COLUMN property in a per-voxel slot and pollute a shared contract (section 11 has that open). Instead the source memoises the column and the overhang reads it — the same shape as cliff -> structural. The memo is keyed on (InstanceId, X, Y) with InstanceId from a monotonic atomic counter, not on `this`: a freed stack and a newly allocated one can share an address, a never-decreasing counter cannot collide. The stack evaluates every Z of a column at one XY, so the hit rate is ~1 and this recovers per-column reuse without inventing a second cross-chunk cache. ComputeSurfaceColumn and SurfaceDensityFromColumn are now public: they are the only oracle for the overhang, since GetSurfaceDensity passes OverhangAmp = 0. Private declarations removed. The test's third pass places half its samples inside the overhang window on purpose — a uniform Z draw would almost never hit it and the test would pass having never run the op, the same trap as WaterLevelRelative in the height pass. The in-window count is reported and warns at zero. Still missing before wiring: biome blending (the Mask combiner, section 5's Phase 3 prototype). Do not tick bUseOperatorStack on a SurfaceWorld strate with biomes yet. UNVERIFIED: not compiled. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
7cd2bed237 |
fix: stray brace — the sky cap class landed outside the anonymous namespace
My edit anchored on the FACTORIES banner, which sits AFTER the anonymous namespace's closing brace. So FSkyCapHeightSource was inserted at file scope and the `}` I added with it closed nothing — C2059 at the following `}`. Removed the early closer instead of the late one, so the class keeps internal linkage alongside the other five rather than leaking into the TU's global scope. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
2b2afacd9e |
feat: SurfaceWorld step 2a — the bridge to density space; fix IsXYPure on the slab
Height stack is green: bit-identical to ComputeSurfaceTerrainZ on both passes, including all four F20 terrain ops on. MaxDisplacement is loose (27% used) and left that way — loose only costs CPU, tight-but-wrong is a hole. FIX: FSlabVoidSource::IsXYPure() returned true and that was wrong. The contract is "Eval does not depend on Z", and Eval computes min(Z - floor, ceil - Z). Section 3.1 made the SURFACES XY-pure; the density is a distance to them and never can be. I conflated the two while writing the operator that quotes the warning against it. Latent only because nothing reads the flag yet — and step 2b is where it would have gone live, since a generic T1.a column cache keyed without ChunkZ would have shared one density down the whole vertical chunk stack. AUDIT 6.3 says that corrupts every chunk silently and ValidateDeterminism would not catch it. That is also the clearest argument for the height-space split: what is XY-pure is the HEIGHT, and in VoxelHeightOp.h it lives in a type with no Z to get wrong. Step 2a: - FSkyCapHeightSource: the ceiling is an altitude, so it belongs in height space rather than density space as section 5 had it — same category slip as the terrain ops. The subtraction happens later, in the combine. - FSurfaceColumnSource: consumes both height stacks, IsXYPure false. - BuildSurfaceStack: source + 3 structural, no per-column memo inside the op since T1.a already exists one level up and a second cache key is a second thing to get wrong. NOT covered, and the test header now says so: the overhang (GetSurfaceDensity passes OverhangAmp = 0, so only the cached path computes it) and biome blending. Both are step 2b; do not wire SurfaceWorld into a biome or overhang world before then. UNVERIFIED: not compiled. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
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> |
||
|
|
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> |
||
|
|
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> |
||
|
|
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> |
||
|
|
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> |