# Handoff — VoxelForge operator stack, 2026-07-28 (end of day 3) > Paste the block below into a fresh session. Everything it refers to is on disk and in git. --- You're picking up an agreed refactor of the VoxelForge UE5 voxel plugin, on branch `experimental` (already checked out — do not create another). I'm Jahni. Design and progress are written down so you don't re-derive them. ## Read first, in this order 1. **`CLAUDE.md`** — project rules. **Rule #1 is absolute: never build, compile, or run the editor.** I build everything myself. When code is done, stop, say "ready to build", list the likely compile-error spots, and wait. 2. **`OPSTACK-PROGRESS.md` — THE LAST ENTRY FIRST.** Append-only log of what is built vs merely written. This is the resume point. 3. **`OPSTACK-PLAN.md`** — the plan. **§2.6.1 is the current acceptance bar** and supersedes §2.6. 4. **`OPSTACK-DECOMPOSITION.md`** — all 8 archetypes broken into ops. §2 TunnelNetwork (the one in progress), §0.2 the worm bound, §7 islands, §5 SurfaceWorld. 5. **`AUDIT-2026-07.md`** — §C9's library half is the top open risk. **§C10 is SOLVED — don't reopen.** §C1 was reopened and re-closed on 2026-07-28; §C2 has a new *suspected* item worth verifying before acting on. 6. **`CODEMAP.md`** — navigation. Trust symbol names over line numbers. ## Where things stand — 6 of 8 ported and wired, the 7th half-ported, 13 tests green | Archetype | State | |---|---| | `Maze` | ✅ ported, bit-identical, wired | | `FlatPlain` + `CrystalChamber` | ✅ **one op for both**, bit-identical, wired | | `SurfaceWorld` | ✅ ported incl. **biome blending**, bit-identical, wired | | `VerticalShafts` | ✅ ported, bit-identical, wired — 3 ops reused from Maze unchanged | | `FloatingIslands` | ✅ ported, bit-identical, wired — the stack that runs **backwards** | | `TunnelNetwork` | 🔶 **STAGE A of 3 done and verified.** Not wired — see below | | `Underwater` | ❌ TunnelNetwork + a water flag; folds in at stage C | Everything is behind `UVoxelStrateDefinition::bUseOperatorStack`; the ported list lives **only** in `UVoxelStrateManager::UsesOperatorStackForChunk`. Un-ported archetypes ignore the flag, so ticking it anywhere is harmless. ## TunnelNetwork is staged — read this before touching it `GetDensityWithParams` is ~1080 lines: 13 detail modifiers, a two-region cache, worms, and a per-room op override. Porting it whole before anything can be checked would be ~600 unverified lines on top of ~200 — the `AUDIT §P3` pattern this refactor has dodged seven times. So: - **Stage A — DONE, bit-identical over 6000 samples.** Vertical scale · base rock · cave warp · room graph (+ pits + chimneys) · carve · worms · structural post. **7 ops.** - **Stage B — NEXT.** The 13 detail modifiers of `STEP 4b–4h`, gated on `Sdf < SDFBlendRadius·3`. They insert between the carve and the worms, so the op-count assertion in the test must move. - **Stage C.** The per-room op override (`§2`'s option (a)), the `Underwater` water flag, and only then does `UsesOperatorStackForChunk` return true for either. **Why stage A is verifiable while incomplete:** every detail modifier is amplitude-gated, and `FStrateGenerationParams` already defaults all of them to zero. Zeroing `SurfaceRoughness` (the one exception) sends the *original* down exactly the path stage A ported. Stage B's test will do the reverse — turn them on one group at a time. **⚠️ The decision that must not be undone:** `FRoomGraphSource` **CALLS** `BuildChunkCache` / `EvaluateSDFCached`; it does not transcribe them. That is where `ARCHITECTURE §8.4`'s two-region window-invariance discipline lives, and a transcription would *fork* it — with the fork "validated" by a test that compares it to the original. Only the ~60 lines of glue are transcribed. ## Three things Phase 2 settled that were not in the original design 1. **Height space** (`VoxelHeightOp.h`) — a *second operator family*. SurfaceWorld's terrain ops read and write an **altitude**, not a density: no input Z, XY-pure per column. They do not fit `IVoxelDensityOp`. §0.1 found density needed a second *channel*; this found terrain needs a second **space**. Bonus: a height stack *cannot* hold Z-dependent data, because there is no Z in the signature — `AUDIT §6.3`'s hazard became a type error instead of a convention. 2. **`IVoxelBiomeField`** — ops depend on a *capability*, never on `UVoxelGenerator`. The adapter (`FGeneratorBiomeField`) lives in `VoxelGenerator.cpp`. This is what lets ops become assets in Phase 3; an op holding a generator pointer never could. 3. **`FRAME` ops are RETIRED — porting all three candidates killed the idea.** `CaveWarp`'s scope is exactly one operator (pits/chimneys explicitly read *unwarped* coords, the thing §2 called the fiddliest in the decomposition — inside one op it evaporates). `VerticalScale` is `Z / Scale`, a one-line pure function. The island warp was already local. **Zero frames from three candidates:** not missing infrastructure, one idea seen three times from a distance. Marked retired in §1. ## What is left, in the order I'd do it 1. **Stage B** — the 13 detail modifiers. The bulk of the remaining lines. 2. **Stage C** — per-room op override + `Underwater` + flip both on in `UsesOperatorStackForChunk`. **The override is NOT optional polish:** pits, chimneys and columns exist *only* through a per-room `UVoxelTerrainOpDefinition` (`BuildChunkCache` opens its bake with `if (!CR.RoomOp) continue;` and then reads a *fresh* param struct). No override ⇒ no pits, ever. 3. **The worm amplitude cap (`DECOMPOSITION §0.2`)** — the largest single perf item in the plan. TunnelNetwork proves **0 of 40** tiles today because a fielded-noise carve has no spatial bound. But its amplitude is bounded and trivial (`t ∈ [0,1]`, `Mask ∈ [0,1]` ⇒ at most `WormStrength` toward air), and that bound already has a home in `FWormFieldSource::MaxCarveAmplitude()`. It needs a fold that carries **numbers**, not just directions. 4. **`ClassifyTile` still uses hand-written guards.** `ClassifyBox` is brute-force verified per archetype but **nothing consumes it in production**. That is where measured tile-skipping turns into frames — arguably the biggest single win still on the table. 5. **PERF — parked by Jahni until the transition is complete.** The op path is measurably slower. One cause found and fixed (the column memo discarded itself every chunk). Remaining suspects in order: the hashed column lookup vs `GSurfColCache`'s direct-indexed box, then per-voxel virtual dispatch. **Measure before optimising** — that is the C10 lesson. 6. **`AUDIT §C9` library half** — `sinf`/`cosf` are not IEEE-754 specified, so MSVC's CRT and glibc's libm can differ. Currently **0 samples within 1e-6 of the isosurface**, i.e. no measured risk. The real fix, if ever needed, is a deterministic in-house sin/cos. Also: run `CrossPlatformDigest` on Linux, compare the SHAPE digest, pin it. 7. **`AUDIT §C2`, suspected** — `GetGenerationParams` blends params across Gradient transitions, so two chunk Zs inside one strate may hold different params with the same XY box, strate index and seed ⇒ the SDF cache never rebuilds ⇒ the lower chunk gets the upper chunk's rooms. **Verify the premise before acting** (does Gradient blending actually vary within a strate?). The op stack does not inherit it — its key folds in a params CRC. 8. **VerticalShafts proves 0 of 60 tiles.** Pessimistic, not wrong: `EffectOverBox` returns `CarveOnly` whenever any shaft is within a `Spacing*1.6` halo instead of testing real connector capsules. Lost CPU, never a hole. ## Hard rules that prevent real bugs - **Density sign:** negative = solid at the mesher. Inside the op stack the convention is INTERNAL (**positive = solid**), negated once by the caller. The SDF channel uses standard SDF convention. - **Never run both density paths in one world.** - **The acceptance bar is `§2.6.1`:** *same seed ⇒ same world on every peer*. Resemblance to the pre-refactor world is **not** required. The equivalence tests are **port-correctness oracles**, not fidelity checks — keep them for that reason. - **Every cache key includes `LayoutVersion` AND the params.** See `§C2` and the overhang regression of 2026-07-27, where omitting the params silently deleted the overhang and only 1 sample in 20 000 crossed the isosurface. - `ProcessQueue` stays `EQueueMode::Mpsc`; `Epoch` carries through every async path; don't "optimize" the `ARCHITECTURE §8.10` invariants. - Commit per coherent unit with a real message. **Never push.** `main` is the known-good fallback. - Update `CODEMAP §3`, `ARCHITECTURE §8`, tick `OPSTACK-PLAN`, append to `OPSTACK-PROGRESS.md`. - **When inserting a class into `VoxelDensityOpStack.cpp` / `VoxelHeightOpStack.cpp`, put it ABOVE the labelled end of the anonymous namespace.** Anchoring on the FACTORIES banner puts it outside, and the brace added with it closes nothing. Made that mistake twice; both files now say so at the exact line. ## Method lessons this refactor actually paid for Ordered by how much they cost. - **Instrument before hypothesising.** §C10 cost six builds and five refuted hypotheses, then was solved for free by a build setting changed for an unrelated reason. Park a question whose consequences are measured and benign. - **Verify the premise before reasoning from it.** Four times now, a confident chain rested on an unchecked assumption and the check reversed it: C1's *documented* fix was wrong; "C9's risk is gone after FPSemantics" was wrong; "C1 is closed, 0 sites left behind" was wrong (the sweep matched a *spelling*, `SeedF * K`, and the survivor spelled it `(float)S * K`); "PitDensity enables pits" was wrong. **A grep over a spelling is evidence about the spelling.** - **A perf change can be a correctness change.** The column-memo optimisation silently deleted the overhang; the tests caught it the same day. The failure was invisible to inspection and produced plausible terrain. - **Coverage is a number, not a boolean.** Three related traps, each of which produced a green run that proved almost nothing: - *A test that prints nothing on success is indistinguishable from one that never ran.* Report counts, not just failures. - *A guard that only trips at zero does not measure coverage, it notices absence.* A run with 65 of 6000 samples in open cave (1.1 %) passed a `== 0` guard silently. Use fractions. - *A success message that **asserts** coverage instead of reporting it reads as evidence while measuring nothing.* One said "pits and chimneys exercised" through a whole run in which zero pits existed. - **Enabling a feature is not evidence it fired — ask the structure, not the output.** Setting `PitDensity` did nothing (wrong struct). Diffing two stacks with/without the op pool would have *lied* (the pool is not in the SDF cache key, so both share the `thread_local` cache). What worked: call `BuildChunkCache` and look at `Pits.Num()`. Prefer the check that can fail for exactly one reason. - **An oracle that shares the defect under test proves nothing.** The stale-cache check was going to compare two interleaved param sets against the original — which keys its SDF cache without the params and would have failed. Compare against the thing itself evaluated alone instead.