# WORK-NEXT — the queue after the read-only audit (2026-09-11) Ordered by importance, then by size. Everything here comes from Sol's read-only audit of `experimental` @ `aa62971`, checked against `main`. The audit's two-sentence verdict: > *The operator abstraction leaked into the innermost loop, and streaming treats > "work submitted/applied" as "safe to stand on."* **Standing rules for every item**: determinism is absolute (same build + same seed = same world on every machine); output may change between builds; nothing is deleted to go fast; capability before speed (player-fit 20,830 / walk-reachable 10,909 — do not drop below); scope is `Plugins\VoxelForge` only, no links, absolute `-out=` paths under the plugin's own `Saved\`. --- ## 1. Collision-ready before player-ready · CORRECTNESS · medium The player falls through the world. There is **no invariant** that a tile you occupy has collision. `main` has no such barrier either — it was simply fast enough to hide the race. - `apply_s` ends at mesh **submission**. RMC cooks collision **asynchronously** and we never record cook-complete. We have never measured when physics can actually collide. - A tile enters `LoadedTiles` before its apply path completes (`VoxelWorld.cpp:1532`). - Only LOD0 carries collision (`VoxelWorld.cpp:3109`), so visible coarse terrain can exist while the collidable tile is still queued. **Do**: record cook-complete; gate the pawn (spawn and movement) on the supporting tile being collidable, not merely applied. 📖 **Reading `Plugins/RealtimeMeshComponent` is permitted for this item — READ ONLY.** Find whether a cook-complete delegate/flag exists. ⛔ No edits, no builds against it: the owner's copy carries custom modifications and was destroyed once by an over-broad delete. ## 2. Lower the operator graph into a fused evaluator · PERFORMANCE · large This is where the ~8× lives (pre-op-stack `34f06df` did 128³ in 0.130 s; we are at ~1.04 s). A LOD0 tile samples 42,875 positions. The old path short-circuited the whole cave suite per sample when `bNearCaveSurface` was false — roughly **70% of deep-solid samples**. We now allocate a rich `FVoxelOpSample` per position, run each active operator across the entire block, use scalar fallbacks for most operators, copy scratch in and out, and still call scalar `GetDensityAt` per grid point. > *An operator whose interval intersects the surface anywhere in the block runs across the whole > block; the old path could decide per sample that expensive detail work was irrelevant.* **Do**: keep the authored operator graph, but **compile/lower it** into a fused evaluator that restores per-sample short-circuiting and stops spilling `FVoxelOpSample` through memory per operator. ⚠️ Byte-identical geometry is the acceptance test. Stage it so the tree never breaks. Note: the D-floors/terracing features are only ~17% of the penalty — not the 8×. ## 3. Cancel obsolete work, and prioritise the floor · BOTH · medium Nothing aborts a tile when the player moves and it stops being desired. Work is distance-sorted from an artificial chunk centre, not the pawn, with no collision-critical priority (`VoxelWorld.cpp:1864`). Up to 14 workers can be busy with stale coarse tiles while the player's LOD0 floor waits. **Do**: abort no-longer-desired tiles; sort from the true pawn position; give the occupied tile and the next tile along the heading absolute priority. ## 4. Collapse the duplicated field semantics · MAINTENANCE · medium-large The effective field now lives in three places: the operator stack, the classifier's parallel interval logic, and a post-stack repair tail in `GetDensityAt` (origin floors, passage structure, passage floors, room floors). `FRoomGraphSource` evaluates the room graph then traverses tunnels *again* for metadata (`VoxelDensityOpStack.cpp:4234`). The audit calls this *"the clearest sign of overengineering"*: later fixes compensating for where an operation sits in the pipeline. It also makes interval proofs harder to trust. **Do**: make the stack the single semantic source of truth. Likely overlaps heavily with item 2. ## 5. Prove the verdict cache earns its place, or remove it · small Zero outer hits in **both** traces. Global lock, linear scan, 512 entries, keyed on sample step so it barely reuses across LODs. It helped a deliberately repeated commandlet case, which is not how a moving player streams. **Do**: measure nested/outer calls, hits and evictions on a real session. If it is neutral or negative, take it out and reclaim the memory. ## 6. Three small, sharp ones · tiny - **The zero-position guard.** Streaming only starts when `GetPlayerPosition()` is not exactly `FVector::ZeroVector` (`VoxelWorld.cpp:1167`, `:1359`) — a pawn at the world origin is indistinguishable from "no pawn", and **the owner spawns at (0,0)**. - **`ApplyMeshToTile` has no success return** (`VoxelWorld.cpp:3064`). If runtime-mesh init fails the tile stays recorded as loaded and never retries — a permanent hole. - **Whole-tile uniform verdicts are trusted without exact validation.** Block verdicts get checked against the full grid when meshing; an outer AllAir/AllSolid verdict has no equivalent safety net. ## 7. Deferred, with reasons - **Coarse-first LOD refinement** — blocked until coarse tiles can carry collision, or item 1 lands. - **GPU evaluation** — right hardware, but bit-exactness across vendors/drivers is unproven and determinism is absolute. Item 2 is the honest prerequisite either way. - **The origin spawn room** — the owner considers it a design mistake that should not exist. Design conversation, not a fix. --- ### Open design questions for the owner - All five strate slots resolve to `DA_Strate3`. Intended? - Should a composer roll be allowed to overwrite an explicitly authored value?