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VoxelForge/OPSTACK-HANDOFF.md
T
Fr0zka b888b86729 docs: stage A verified with real coverage; rewrite the handoff
The run that matters: bit-identical over 6000 samples with 23.9% of them in
open cave, and a bake carrying 49 rooms / 56 pits / 28 chimneys / 0 columns
— so the pit and chimney loops finally ran on real data, and 0 columns
confirms STEP 4d stayed dormant as stage A requires.

Same code and same colour as the previous green run, three different
strengths of evidence. That is the argument for printing coverage numbers
rather than pass/fail.

Handoff rewritten for a fresh context: the three-stage TunnelNetwork plan
and why stage A is verifiable while incomplete, the calls-not-transcribes
rule for BuildChunkCache, FRAME ops recorded as retired (0 of 3 candidates
needed one), the per-room override reclassified as load-bearing rather than
polish, and the method lessons regrouped around the three coverage traps.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 02:58:33 +02:00

11 KiB
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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.

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.