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VoxelForge/OPSTACK-HANDOFF.md
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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

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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 half** — `sinf`/`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`, suspected** — `GetGenerationParams` 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.