- The copied generator, mesher and Compat stand-ins compile inside vfcore::detail. - CheckCoreSymbols.ps1 (run by Build.ps1) fails on any unqualified Unreal-style symbol in the library: 16,255 on557f6aa, 0 now. A UE 5.7 CoreMinimal.h + VoxelForgeCore.h smoke compile passes. - Output identical: 11 hash rows at W1/W8, routes 5642/5642, look/passage/far audits pass, bad-shell control fails, six captures byte-identical. Cost, measured by me interleaved (8 workers, cold, 4 runs each, first run excluded): 0.963 s vs 0.937 s for557f6aa, ~27 ms in shape compilation; same math, so codegen/inlining. To be found. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
212 lines
14 KiB
Markdown
212 lines
14 KiB
Markdown
# VoxelForgeCore shared-library plan
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This plan describes the extracted shape-world pipeline and the next Unreal integration. The
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standalone implementation is under `Standalone/Core`; no file in the plugin's `Source` tree was
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changed.
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## Current layout and build
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- `Core/include/VoxelForgeCore/VoxelForgeCore.h` is the public C++20 API. It includes only standard
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C++ headers and value types.
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- `Core/src/VoxelForgeCore.cpp` adapts the copied density evaluator and marching-cubes mesher to the
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public API. `ShapeWorldInternal.h` owns shape compilation, density/detail evaluation, edits and
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audits. `FarShellsInternal.h` owns far-parent repairs and strata/connector shells.
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- `Core/core_sources.txt` is the translation-unit manifest. `Build.ps1` reads it for both
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`-Target Core` and `-Target All`; the latter links the viewer against
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`Build/VoxelForgeCore/VoxelForgeCore.lib`. Use `-OutputName` to keep another executable open.
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Builds use `/std:c++20 /O2 /arch:AVX2 /fp:precise /MP8`, BelowNormal priority and affinity
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`0xFF00`.
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- `Source/StandaloneShapeWorld.h` and `Source/StandaloneResearchTunnels.h` are forwarding headers
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for old standalone include sites. `StreamingWorld.h` remains host code: it owns worker threads,
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queued jobs, caches, cancellation, D3D upload state and per-frame upload budgets. When a core
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world is supplied, it gets desired tiles and their priority from the library and submits each
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tile to `World::generateTile`. Shape-world `--stream-benchmark`, `--stream-pipeline`, edit,
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audit, and `--benchmark-level` runs use the Core world. Explicit evaluator and owner-comparison
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modes retain the compatibility generator only as the comparison side of those diagnostics.
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- The build compiles the copied CPU generator and mesher with the private compatibility headers
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under `Compat`. Those headers and their Unreal-shaped stand-ins are implementation details. They
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are absent from the public include tree and public API.
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## Implementation namespace and Unreal link safety
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The public `VoxelForgeCore.h` surface contains only standard C++ declarations. The copied
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generator, mesher, and compatibility implementation compile under `vfcore::detail`, so engine
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symbols such as `FVector`, `TArray`, `FMath`, and `UObject`-shaped stand-ins do not acquire the same
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linker names as Unreal's definitions. `Core/src/VoxelForgeCore.cpp` owns the public API boundary;
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it opens `vfcore::detail` only around its private implementation includes, then defines the
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`VoxelForgeCore` API outside that namespace.
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For each non-boundary source in `Core/core_sources.txt`, `Build.ps1` writes a one-source shim under
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`Build/VoxelForgeCore/wrappers`. The shim includes `CoreNamespacePreamble.h` before opening
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`vfcore::detail`, then includes the canonical source path from the manifest. The preamble loads
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the standard/platform headers and stateless JSON parser before namespace entry, preventing system
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declarations from being accidentally nested in `vfcore::detail`. The `VoxelForgeCore.cpp` row is
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compiled directly because it sets up its own public/private namespace boundary. Keep one
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implementation source per shim.
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`Compat` still defines Unreal-shaped types and a few Unreal-named macros for the copied code, but
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those declarations live in private implementation translation units only. The UBT module must
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disable unity builds and PCHs for these shims, and must not force-include Unreal headers into
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them. This keeps compatibility macros local to one translation unit. Normal plugin adapter
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translation units may include `CoreMinimal.h` and the public `VoxelForgeCore.h` together; the
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public header does not include any compatibility header or Unreal declaration.
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`Build.ps1` runs `Core/CheckCoreSymbols.ps1` on the completed static library. The check invokes
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`dumpbin /SYMBOLS`, derives copied Unreal-style type names from `Compat`, `Source`, and `Core/src`,
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and fails on an unqualified global occurrence. It also fails closed if `dumpbin` returns too little
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symbol data to inspect. Rebuilding the `557f6aa` manifest directly and running the same checker
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found 16,255 unqualified Unreal-style type symbols; the namespaced build checks 177,569
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symbol-table lines against 370 type names with no violations. The baseline and current logs are
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retained in `Core/verification/link_safety_557f6aa_final.log` and
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`Core/verification/link_safety_final.log`. `Core/verification/UnrealHeaderCoexistence.cpp` was
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also compiled against the installed Unreal 5.7 `CoreMinimal.h` and the public header; see
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`Core/verification/unreal_header_smoke_final.log`.
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## API and ownership
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`ResolvedWorldSnapshot::FromJson` takes the normalized UTF-8 schema-v1 JSON produced by the
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standalone owner export. It resolves the input into owned read-only data. `World` owns the compiled
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shape field and edit state for that snapshot. See [Core/API.md](Core/API.md) for signatures, units,
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and examples.
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The host supplies a `JobScheduler`. The core calls its synchronous `parallel_for` during shape
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compilation; the host chooses the pool, fibers, task graph or serial execution. Core code starts no
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threads. After compilation, hosts may run independent tile generation and query calls on their own
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workers. Serialize compilation and edit application against reads/generation of the same `World`;
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there is no internal lock or cancellation policy.
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Tile meshes own positions, normals, UVs, colors and indices. Positions are centimetres; query and
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tile coordinates are voxels. Group counts expose the ground index run, ceiling index run, and skirt
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triangle subset. Density/sign, point-solid, segment-solid, and tile-classification queries support
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host gameplay and collision checks without returning engine objects.
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Edit transactions contain an authority-supplied increasing sequence and an ordered brush list. The
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core hashes those exact values, accepts an identical replay idempotently, rejects sequence reuse
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with different data and out-of-order transactions, and returns affected desired tiles grouped by
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LOD. The host schedules `generateTile` for those keys and drops results made stale by its own
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cancellation/version policy. Every client must apply the same sequence and brush order.
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## Unreal integration: UBT module
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Add a `VoxelForgeCore` runtime module to the plugin and make the existing `VoxelForge` module depend
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on it. Its `Build.cs` sets C++20, exports only `Standalone/Core/include`, and keeps the Standalone
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root plus these private include roots available to the core implementation:
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- `Standalone`
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- `Standalone/Core/src`
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- `Standalone/Compat`
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- `Standalone/Source`
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- `Standalone/Source/VoxelForge/Public`
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- `Standalone/Source/VoxelForge/Private`
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Set `PCHUsage = PCHUsageMode.NoPCHs` and `bUseUnity = false` for the Core module. For example:
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```csharp
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string PluginRoot = Path.GetFullPath(Path.Combine(ModuleDirectory, "../.."));
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string Standalone = Path.Combine(PluginRoot, "Standalone");
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PublicIncludePaths.Add(Path.Combine(Standalone, "Core", "include"));
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PrivateIncludePaths.AddRange(new[] {
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Standalone,
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Path.Combine(Standalone, "Core", "src"),
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Path.Combine(Standalone, "Compat"),
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Path.Combine(Standalone, "Source"),
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Path.Combine(Standalone, "Source", "VoxelForge", "Public"),
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Path.Combine(Standalone, "Source", "VoxelForge", "Private")
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});
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CppStandard = CppStandardVersion.Cpp20;
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PCHUsage = PCHUsageMode.NoPCHs;
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bUseUnity = false;
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```
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UBT discovers translation units under a module's `Source` tree. Add one thin `.cpp` include shim per
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row of `Core/core_sources.txt`, with each shim including exactly one canonical source file by a
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path rooted at the private `Standalone` include path. For every implementation row except
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`Core/src/VoxelForgeCore.cpp`, the shim includes `CoreNamespacePreamble.h`, opens
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`namespace vfcore::detail`, then includes that one source. The special API row gets a shim that
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includes `Core/src/VoxelForgeCore.cpp` directly; that source establishes its own namespace
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boundary. Keeping one included source per shim preserves the translation-unit boundaries used by
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`Build.ps1`. A manifest check in the UBT module should fail when a row lacks a shim, a shim names a
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different file, or an extra shim exists. Do not copy implementation files into the module. The
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standalone and UBT builds then compile the same canonical source bytes.
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The existing `VoxelForge` module owns the adapter and calls the new module. Its adapter runs on the
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game thread, resolves soft references and asset defaults, preserves array order, and serializes
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settings, biome and terrain-op records, strata layouts, passages, seed, voxel size, clip limits and
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viewer start into the exact schema-v1 document accepted by `FromJson`. It must not serialize
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UObject pointers or depend on unordered map iteration. Snapshot creation returns a descriptive
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error for unresolved or unsupported assets. Once created, workers only see the immutable core
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snapshot and standard C++ results.
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The plugin supplies a `JobScheduler` backed by its chosen task system. The adapter submits shape
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build work and tile jobs to that scheduler, observes generation IDs for cancellation, and discards
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stale results. It copies completed `TileMesh` data into `FVoxelMeshData` or the plugin's current
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mesh payload on the host side, preserving centimetre positions, normals, UVs, colors, indices and
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ground/ceiling/skirt group counts. UObject creation, collision cooking, render-resource changes,
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game-thread application, residency and upload budgets remain in the plugin.
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## What the plugin pipeline replaces
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The current plugin's `AVoxelWorld::GenerateTileResult` worker path performs proofs and
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`UVoxelGenerator::ClassifyTile`, calls `UVoxelMarchingCubesMesher::GenerateMesh`, builds
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`RealtimeMesh` streams with `BuildTileStreamSet`, then publishes an epoch-tagged `FChunkResult` for
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game-thread upload/collision handling. `AVoxelWorld::CarveAtPosition`, `CarveBox`, and
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`CarveCapsule` route soft `FVoxelModification` brushes through `UVoxelDiffLayer::ApplyModification`
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and remesh the affected chunks. The adapter replaces those CPU-field and edit operations as
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follows:
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| Current call or state | Core API replacement | Keep in the plugin |
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| --- | --- | --- |
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| Shape interval/detail-band build and any active shape-world dispatch | `World::compile` with explicit bounds/detail options | Asset resolution, build admission and cancellation |
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| `GetDensityAt`, lattice sign tests, and point/segment checks in meshing/gameplay | `densityAt`, `densityAtLattice`, `isSolidAt`, `isSolidAlongSegment` | Gameplay policy and physics objects |
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| `ClassifyTile` / tile proof | `classifyBox` | Clipmap residency and tile lifetime |
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| `GenerateMesh` plus shape-world far-parent repair and shell stitching | `generateTile` | Convert owned result to `FVoxelMeshData`, call `BuildTileStreamSet`, and upload it |
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| `VoxelClipmapDesiredTiles::Build` tile-set calculation | `desiredTiles` and `prioritizeTiles` | Decide when to request, cancel, retain or evict jobs |
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| `UVoxelDiffLayer::ApplyModification` and affected-chunk scan | `applyEditTransaction` with `densityOffset` brushes carrying signed strength and falloff; regenerate returned LOD keys | Brush budgets, authority sequence, replication, and result acceptance |
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Delete plugin-side active-world dispatch when routing these calls; the `World` context is an
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explicit object passed to each operation. The plugin's epoch/cancellation checks still reject stale
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results, but cannot interrupt an executing core call. Because edit application replaces field edit
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state, the host must drain in-flight core calls before applying a transaction and then submit the
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affected tiles under a new epoch. Do not move worker admission, collision cooking, actor or material
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creation, or rendering into the library.
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## Acceptance record
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The `557f6aa` commit is the strict output baseline. The rebuilt namespaced Core matches all 11
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full-detail, whole-view and LOD0–8 hash rows at W1 and W8, with W1/W8 parity. The fresh records are
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`Core/verification/last_standard_hash_w1.stdout.log`,
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`Core/verification/last_standard_hash_w8.stdout.log`, and
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`Core/verification/final_rebuilt_hash_parity.log`.
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The look and shape audits pass, and walkability remains 5,642/5,642. The dedicated passage-camera
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detail audit passes at 13,271 passage samples with a detail ratio of 1.152. Far survival passes
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with 7,200 surfaces, zero missing surfaces or holes, and 10,976 far connectors. The damaged-shell
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control removes 512 triangles, reports 16 missing boundary surfaces and 16 holes, and exits 14.
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The final rebuilt logs are `Core/verification/final_rebuilt_shape_audit.stdout.log`,
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`Core/verification/final_rebuilt_passage_camera_audit.stdout.log`,
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`Core/verification/final_rebuilt_far_survival.stdout.log`, and
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`Core/verification/final_rebuilt_bad_shell_control.stdout.log`.
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The six fixed 1280×800 views were recaptured from the final rebuilt viewer and compare byte-for-byte
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with the prior Core captures. Their images are `Core/verification/core_final_rebuild_*.png`; the SHA-256
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results are in `Core/verification/final_rebuilt_capture_parity.log`. The single-tile
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`--shape-world --benchmark-level=0` path reports `generator=VoxelForgeCore`.
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The link-safety check demonstrates the failure before the change and the pass after it. Running it
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on the `557f6aa` library finds 16,255 unqualified Unreal-style symbols; the rebuilt Core library
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passes after checking 177,569 `dumpbin /SYMBOLS` lines against 370 copied Unreal-style type names.
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`Core/verification/link_safety_557f6aa_final.log` and
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`Core/verification/link_safety_final.log` retain the outputs. A smoke translation unit that
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includes the installed Unreal 5.7 `CoreMinimal.h` and the public `VoxelForgeCore.h` also compiles;
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see `Core/verification/unreal_header_smoke_final.log`.
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**Speed gate: not met.** The no-hash, cold W8 `--stream-pipeline --shape-world --force-generate`
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check was run in four interleaved baseline/Core pairs, each generating 2,226 tiles and the full
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110.90 MiB mesh payload with no cache hits. `whole_view_ready` averaged 0.89175 s for the exact
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`557f6aa` executable and 0.92050 s for the namespaced build, a 28.8 ms (3.2%) regression. Stream
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wall time was effectively unchanged at 0.46000 s and 0.46025 s; the difference was in shape
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compilation, including `intervals+signs` averaging 95.7 ms on baseline and 114.9 ms on Core. The
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raw cold runs are in `Core/verification/final_rebuilt_pipeline_*.stdout.log`. API-only `/Ob3` and
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`/Ob1` trials also retained hash parity but were slower, so the build is restored to `/O2 /MP8`.
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The required “no slower” acceptance condition remains outstanding.
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