Files
VoxelForge/Source
Fr0zkaandClaude Opus 5 0dd45ca410 fix(collision gate): stop freezing the player on a stale prediction
The owner fell through a surface-only world and hovered in mid-air: log showed 'ready=1 predicted_wait=1' for 50 s. Two causes, both fixed: (1) engaging the gate zeroes velocity, so the predicted-support probe never re-ran and the gate kept waiting on the tile remembered from when the pawn was still moving -- the prediction is now re-derived every tick from the pawn's current pose; (2) a tile the streamer never requests (out of layout, or outside the desired set) could never become ready, so the wait was unbounded -- such tiles are now logged and treated as nonblocking, and any wait is bounded to 2 s with a warning.

Repro added to the harness (surface-fall scenario): before, the pawn stops at Z=1315.9 with collision_gate_prediction_deadlock; after, it reaches the ground in 2.25 s at Z=-45.6. Strate crossing still protected: 145.49 s route, max gate wait 0.109 s (limit 10 s). Perf S/M/S/M 24.265/54.262 and 23.947/53.057 s, within repeat noise. Owner and canonical geometry unchanged (44E7C813 / 94B47A1C).

Known red, pre-existing and unrelated: VoxelForge.Composer.ParameterRoll still reports false box verdicts in the owner's current single-strate surface layout (5 violations, identical in the baseline). Next round.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
2026-09-22 11:17:01 +02:00
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