Sol High investigated with Luna xHigh sub-agents; two approaches built in
isolated worktrees, main tree untouched.
Two corrections to my own assertions:
1. "One un-ticked neighbouring strate kills boundary tiles" is WRONG.
UsesOperatorStackForChunk depends only on ChunkCoord.Z, and ClassifyTile's
earlier Z loop already required the predicate for every sampled cave Z within
one slot -- so the later XYZ sweep is redundant, not over-strict. Removing it
unlocks nothing; boundary tiles still fail the one-slot/type/params guards,
correctly.
2. I falsely wrote that VF-03's fixture citation was fabricated. It exists
(VoxelForgeTestFixture.h ~134/146, explicit about CP_UseOpStack
contamination). I had read only the 30-line header and asserted a negative
from a partial read. Header corrected. VF-03's core claim is now CONFIRMED:
GetDensityAt keys thread_local CP_* by (ChunkCoord, LayoutVersion) with no
world identity, and every manager's version starts equal.
Also: the Cave Bail Not Op Stack counter I specced is ambiguous -- it fires
before the different-slot attribution, so it cannot distinguish "flown slot
un-ticked" from "boundary tile met an un-ticked slot first". My 80% reading was
over-confident. Same defect I fixed for TilesSkippedAllSolid, reintroduced one
layer down.
Approach A recommended (explicit opt-in + six-box LRU) over B (code-enforced
cutover): the code does not justify weakening ClassifyTile, and B would delete
the flag, which is the only same-route A/B lever available to prove the
refactor. Narrow A's warning to cave archetypes before adopting.
Nothing built. Worktrees left in place for review.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>