Public/VoxelDensityOp.h: IVoxelDensityOp (PrepareChunk / Eval / EffectOverBox /
ClassifyBox / IsXYPure), EVoxelOpEffect, EVoxelOpRole (the four roles),
EVoxelOpCombine, FVoxelOpContext, and the box-verdict fold.
Nothing is wired in: GetDensityAt is untouched, the archetype switch is intact,
no operator exists yet. This is the contract plus the reasoning behind it.
Two things worth flagging beyond OPSTACK-PLAN §3:
- ClassifyBox is NOT source-only. ApplyBoundarySeal does Max(D, SealFactor*Base)
inside its band, i.e. it FORCES solid regardless of input. Pure direction
(FillOnly) cannot express that: over a box that sits entirely in the top seal
band above the terrain the source says AllAir, FillOnly then kills AllAir, both
hypotheses die and the tile becomes Mixed — whereas ClassifyTile returns
AllSolid there today. Not a hole, but a silent loss of exactly the trivial
tiles T1.d exists to skip. So forcing ops override the fold, and ops after them
still apply (a passage crossing that box takes the verdict back, as today).
- The fold reproduces the current hand-written ClassifyTile line for line; the
mapping is written out in the header. That correspondence is the evidence the
abstraction fits this codebase rather than being imposed on it.
Also moves EVoxelTileClass from VoxelGenerator.h to VoxelTypes.h (CODEMAP 3.2:
foundational, no UClass, everyone includes it) so the op header needs no UCLASS
dependency. All existing users reach it through VoxelTypes.h transitively.
Types are plain C++ on purpose — no UHT, no .generated.h. They become
UENUM/USTRUCT in Phase 3 when ops turn into data assets.
UNVERIFIED: not compiled.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The plugin had zero tests, and the docs make dozens of "bit-identical" and
"conservative verdict" claims that nothing machine-checks. OPSTACK-PLAN §4
Phase 0.5 asks for these before any op-stack work is built on top.
- VoxelForgeTestFixture.h — headless world (transient strate definitions ->
UVoxelSettings -> a real UVoxelStrateManager::Initialize), so the tests hit
UVoxelGenerator::GetDensityAt where the ~30 thread_local caches actually live.
One strate per archetype, pinned via FixedStrates so slot index -> archetype
is stable across seeds.
- DensityPurity — 10k points re-sampled in shuffled order on the same thread and
on N worker threads, asserting BIT equality. AVoxelWorld::ValidateDeterminism
is game-thread only and structurally cannot see worker-cache divergence, which
is how AUDIT C2 stayed hidden. Includes a flat-field canary so a collapsed
noise field (AUDIT C1) can't make the test pass vacuously, and a diff-layer
pass that exercises the direct-mapped DiffSlots cache.
- ClassifyTileSoundness — scans tiles for a non-Mixed verdict, then brute-forces
the exact mesher lattice (g in [-1, Cells+1], margin included) and asserts every
sample is on the claimed side of IsoLevel 0. A false AllSolid/AllAir is an
invisible collisionless hole; T1.d v1 was reverted for exactly that in June.
Errors out rather than passing if no tile yielded a verdict to check.
- DiffLayerContention — N reader threads running the worker call mix while the
game thread writes and Clear()s, asserting survival and a monotonic ModsVersion.
UNVERIFIED: never compiled — this module has never pulled in AutomationTest.h
and Private/Tests/ is new. See OPSTACK-PROGRESS.md for the likely error spots.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
AUDIT P1: every markdown design doc except CODEMAP.md was untracked, so
ARCHITECTURE / AUDIT / OPSTACK-PLAN / fable-idea / REVIEW_FINDINGS lived
only on disk. Replaces the single !CODEMAP.md exception with !*.md.
Also makes OPSTACK-PROGRESS.md commits actually record something, which
the unattended crash-safety discipline depends on.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>