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VoxelForge/OPSTACK-HANDOFF.md
T
Fr0zka 7a87cdda14 docs: handoff — take the unattended queue all the way to 8 of 8
Jahni, twice and explicitly: he is fine with unverified work as long as it
is committed per group, and he wants the successor working toward full op
stack completeness. So the queue no longer stops at stage B.

Removed the hard stops on stage C and on flipping the ported list. Two facts
make that reasonable rather than reckless, and both are now written down:
committing per group IS the safety net (he reverts by sha), and reaching
8 of 8 does not change his world by itself — UsesOperatorStackForChunk still
returns false unless a strate has bUseOperatorStack ticked, so the flag flip
is inert until he ticks a box.

Queue is now B1-B5 (13 detail modifiers), C1 (per-room op override), C2
(Underwater, which §8 establishes has no density difference at all), C3
(both into the ported list = 8 of 8), then the §C2 audit question, the worm
amplitude cap, and making ClassifyTile consume ClassifyBox.

C1's design is settled here rather than left open, because an unattended run
should not be improvising architecture: take §2's option (a), and use the
mechanism this codebase already has three instances of — one op owns shared
state, others read it through a non-owning pointer (overhang <- column
source, ledge <- shaft source). FRoomGraphSource exposes LocalParamsAt();
detail ops read their fields from it. Same resolution as the pit/chimney
"fiddliest thing in the decomposition": the difficulty came from assuming
each op must own its params.

Still off limits: build, editor, push, ticking bUseOperatorStack on an
asset, and Phase 3.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 03:05:33 +02:00

21 KiB
Raw Blame History

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 4b4h, 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 halfsinf/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, suspectedGetGenerationParams 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.

⚠️ IF YOU ARE RUNNING UNATTENDED — read this section before starting

Jahni may start this session and leave, then have you shut the PC down when you're done.

You cannot build, and nobody will build for you during this run. Rule #1 still holds absolutely. Everything you write stays unverified until he returns.

That is his explicit, repeated decision, not an oversight — do not re-litigate it and do not quietly scale the work down. Verbatim: "I'm fine with unverified work, if committed, I can always manually go back and try — I want him to work towards the full op stack completeness." So the goal of an unattended run is to finish the transition, not to stop somewhere safe. Take the queue below as far as it goes.

Two things make that reasonable rather than reckless, and they are worth knowing:

  1. Committing per group IS the safety net. He reverts by sha. That is why the one-commit-per-group rule is the one thing not to bend.
  2. Reaching 8 of 8 does not change his world by itself. UsesOperatorStackForChunk returns false unless a strate has bUseOperatorStack ticked, so adding TunnelNetwork and Underwater to the ported list is inert until he ticks a box. The flag flip is safe to include; pointing a live world at it stays his call.

The rules that replace "build after each step"

  1. One commit per group below. Never bundle two. Jahni reverts by group, and a failed build must bisect to a group rather than to 700 lines. Name the group explicitly in the subject line.
  2. Every commit leaves the tree coherent. No half-written op, no dangling brace, no factory declared without a definition. Assume the next thing that happens is a compile.
  3. Transcribe literally. Do not improve anything. With no test feedback, a "cleanup" is an unfalsifiable guess. Keep the original's operation order, its constants, its FVector round-trips, its odd FMath::Max floors. If something looks wrong, write it down in the progress log and port it as-is — that is how §C1 and the MinDivisor split were both found without breaking anything.
  4. Update the test in the same commit as the code it covers, including its coverage counters. Do not leave "I'll add the test after" — after is a build away.

The work queue, in order. Run it to the end — 8 of 8 is the finish line.

  • B1 — Surface roughness (STEP 4b, ~130 lines). Density-space variant: a different op from FSdfRoughnessMod (quadratic fade, anti-fill clamp, 4 noise types). See DECOMPOSITION §1.
  • B2 — Terrace · LayerLines · Ribbing (~150 lines). The three "sedimentary" remaps.
  • B3 — Overhang · Cliff · Scallop · Arch (~210 lines).
  • B4 — Columns · Domes · Pinch · FloorBias (~190 lines). Columns read SDFCache.Columns, so this group needs a Column op in the test's room pool — and the stage-A guard that errors on TotalColumns > 0 must move to this commit, not before it.
  • B5 — the gate itself. All of B1B4 live inside if (bNearCaveSurface), i.e. Sdf < SDFBlendRadius·3 && Sdf < FLT_MAX. Decide deliberately whether that is one scoping wrapper or a repeated early-out in each op, write down which and why, and make the test prove a voxel outside the gate is untouched.

After each group, extend the test: turn that group's amplitudes ON in EnableTunnelFeatures, add a coverage counter proving the group actually fired (not just that its param is non-zero — see the pit/chimney lesson below), and move the op-count assertion.

⚠️ The subtlety that lets B precede C. Inside if (bNearCaveSurface) the original shadows Params with LocalTerrainParams — a copy with the nearest room's terrain op applied — and all 13 modifiers read the shadowed copy. Porting them against strate-level params is therefore equivalent only while no room carries a detail-type op. The test's pool is Pit/Chimney only and ApplyTo(Pit) writes just the four pit fields, so the two are identical today. Keep the pool that way through B1B5; C1 is what makes a Terrace op in the pool legal. (B4's Column op is safe: STEP 4d reads SDFCache.Columns from the bake, never the shadowed params.)

  • C1 — the per-room op override. §2 calls this the piece with "no clean home" and offers two options. Take option (a), and note that the mechanism is already established in this codebase — do not invent a scoping predicate. Three ops already read state owned by an upstream op via a non-owning pointer handed over at build time: FOverhangShelfModFSurfaceColumnSource, FShaftLedgeModFShaftFieldSource. Do the same here:

    FRoomGraphSource gains const FStrateGenerationParams& LocalParamsAt(x, y, z) const, which reproduces the original exactly — take the voxel's NearestRoomIdx (it already computes it), apply that room's RoomOp onto a thread_local copy of the params, return it. Every detail op holds a const FRoomGraphSource* and reads its fields from that copy instead of from its own.

    This is the pit/chimney resolution a second time: the difficulty in §2 came from assuming each modifier must own its params. Let one op own the shared state and the rest read it, and the problem disappears. Transcribe the per-voxel copy as-is — yes, the original copies a ~74-field struct per voxel inside the gate; note it in the log as a perf item and change nothing.

    Acceptance: put a Terrace op in the test's room pool alongside Pit/Chimney and require bit-identity. That is the check B could not make.

  • C2 — Underwater. Nearly free: §8 establishes there is no density difference at allGetDensityAt routes it to GetDensityWithParams and WaterLevelRelative is consumed by the render-side water system, not by density. So it is the TunnelNetwork stack, reached from a second case. Add the wiring case and an equivalence test that samples the Underwater slot. If you find a real density difference, stop and write it down — that would contradict §8 and is worth more as a finding than as code.

  • C3 — 8 of 8. Add TunnelNetwork and Underwater to UsesOperatorStackForChunk's ported list. Update CODEMAP §3.2d and its UsesOperatorStackForChunk row, tick OPSTACK-PLAN Phase 2, and write the closing OPSTACK-PROGRESS entry: the archetype switch now has a complete operator-stack twin, per-strate opt-in, every one equivalence-tested.

After 8 of 8 — keep going, in this order

  1. Settle AUDIT §C2's suspected item. Does GetGenerationParams actually vary within one strate across a Gradient transition? Answerable by reading GetGenerationParams and FStrateGenerationParams::Lerp — no build. Turn the suspicion into a yes or a no with the evidence, and correct the audit either way. Cheap, and it closes an open question honestly.
  2. The worm amplitude cap (DECOMPOSITION §0.2). The largest single perf item in the plan, and the reason TunnelNetwork proves 0 of 40 tiles. It needs the fold to carry a number, not just a direction: add a numeric carve/fill amplitude alongside EVoxelOpEffect, have FWormFieldSource::MaxCarveAmplitude() (already written, already unused) feed it, and let AllSolid survive when the rock is solid by more than the sum of every remaining carve. ⚠️ This changes the fold contract that all 13 tests rest on — its own commit, nothing else in it, and VoxelForge.OpStack.BoxVerdictFold must be extended in the same commit.
  3. Make ClassifyTile consume ClassifyBox. Verified per archetype, still unconsumed in production — this is where measured tile-skipping (Maze 23/60, slabs 3640/60) becomes frames. A false verdict is an invisible hole, so keep the brute-force check in every archetype's test.
  4. Re-read your own diffs against the original, group by group, as a reviewer rather than an author. On a run with no builds, a second reading is the only oracle you have. Do this rather than starting anything new when the queue runs out.

Still not yours to do, even unattended

  • Do NOT build, do not launch the editor, do not push. Unchanged, not negotiable.
  • Do NOT tick bUseOperatorStack on any strate asset. C3 makes the archetypes available; pointing a live world at an unverified path stays Jahni's decision.
  • Do NOT start Phase 3 (ops as data assets). It is a design conversation, not a transcription.

The commit messages ARE the ledger

Jahni's words: "just commit with explicit name what changed, I'll revert if needed." So there is no separate bookkeeping — the commit history is the record, and it has one job: let him revert a single group without touching the others.

That makes the subject line load-bearing. Name the group and the scope, not the intent:

feat(opstack B2): port Terrace, LayerLines, Ribbing detail modifiers
feat(opstack B4): port Columns, Domes, Pinch, FloorBias + column op in the test pool
feat(opstack C1): per-room op override — detail ops read LocalParamsAt from the room source
feat(opstack C3): TunnelNetwork + Underwater in the ported list — 8 of 8

Body: what was transcribed, anything that looked wrong and was ported as-is anyway, and what breaks first if the group is wrong. One group per commit — that rule exists because of the revert workflow, so it is the one thing not to bend.

Close the run with one OPSTACK-PROGRESS entry listing every commit made, in order, with a one-line "what this touches" each, and the test filter to run (VoxelForge). Jahni's first action on return is a single build; that entry is what makes it efficient. Then shut down if he asked you to.

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.