Written by the classifier-fix Codex round before it was closed. The classifier is a second evaluator -- interval proofs, exact certificates and final-field validation -- beside the canonical lowered one, and the runtime can validate the same tile again before meshing. Any classifier kept long-term must consume the lowered representation and reusable density data. That round's other uncommitted edit was NOT kept: it flipped GVoxelForgeOuterClassifierMode 1 -> 0, turning the outer classifier off by default. That was A/B setup for an unfinished experiment, not a measured decision, so the committed default (1, classifier on) is restored. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01X9DLqyXrJxG4TojzDrSmVw
6.5 KiB
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_sends 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
LoadedTilesbefore 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 · PERFORMANCE ARCHITECTURE · 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.
Promoted 2026-09-12: this is performance architecture, not maintenance. The classifier is a second evaluator (interval proofs, exact certificates, and final-field validation) beside the canonical lowered evaluator, and the runtime can validate the same tile again before meshing. Items 1 and 2 in the current round deliberately leave this lowering work untouched; any classifier retained later must consume the lowered representation and reusable density data.
5. Verdict cache removed after moving-session audit · complete
The clean moving-session audit found zero outer or nested hits: 2,109 outer probes and 19,904 nested probes produced 15,877 stores and 15,365 replacements in the full 512-entry table. Same-binary cache-on/cache-off request-to-ready was 0.367645/0.365978 s p95 and generation was 0.285559/0.285992 s p95, so the cache was neutral within run noise while paying the global lock and linear scans.
The global verdict cache, lock, entry table, invalidation path, cache-only profiler fields, and deliberate cache probe are removed. The proof classifier remains; item 4 is still deliberately untouched.
6. Three small, sharp ones · tiny
- The zero-position guard. Streaming only starts when
GetPlayerPosition()is not exactlyFVector::ZeroVector(VoxelWorld.cpp:1167,:1359) — a pawn at the world origin is indistinguishable from "no pawn", and the owner spawns at (0,0). ApplyMeshToTilehas 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?