Ferrath's Global map drew no rivers at native resolution: 375 courses arrived and 0 were drawn. The report suspected the D-261 length cull or the water truncation. Both were innocent, and so was the renderer. The client served the canvas from its own disk cache (T-1183). Every payload for GJ820Bc predated T-1237 (4e503c356), which replaced one-course-per-D8-hop with one-course-per-river -- so the map was drawing 375 hop fragments whose longest run was 106 km, all of them under D-261's read-as-a-line floor. Same build, same scenario, same 3440x1440, cache the only difference: stale courses=375 runs=180 longest=6.0px (~106 km) drawn=0 cold courses=73 runs=23 longest=93.2px (~1,644 km) drawn=18 It looked resolution-dependent because it wasn't a resolution at all: 960x540 resolves to an 814x407 canvas, a key never cached, so it missed and re-derived correctly. 3440x1440 resolves to 1080x540, which had an entry from 2026-08-06. During the stale capture the server logged no course production whatsoever -- the canvas never came from it. The cache's only invalidation signal is project.yaml's version, and4e503c356changed how canvases are generated without touching it, so hop-shaped entries stayed valid. All 13 stale entries are stamped 0.4.5. 0.4.6 forces them to miss; that, not clearing a local directory, is what repairs a player's Atlas. The harness let this hide for eight days, in two ways now fixed. It ran against the developer's persistent user:// cache, so a capture could render a canvas built by a build that no longer existed -- and any golden shot in that window silently inherited it; user:// is now isolated per run. And it sent server stderr to /dev/null via an already-unlinked mktemp file, so no tracing from a capture was ever reachable; the log now lives at .cache/visual-server.log. The capture readout gained runs= and longest= between courses= and drawn=, because "375 arrived, 0 drawn" is not one fact but three stages, and telling them apart is what turned a guess between two suspects into a measurement. Follow-ups filed: T-1241 (current_schema_version() returns its ?.?.? fallback in an exported build, so a shipped game never invalidates on version at all) and T-1242 (nothing enforces the generation-change/version-bump pairing -- this is the fourth bump forced after the fact). Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
81 lines
4.3 KiB
YAML
81 lines
4.3 KiB
YAML
name: The Settled Reach
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# Version scheme: 0.{phase}.{n} — phase = active Development Cascade phase (D-166).
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# Phase 4 (deterministic world generation) is active.
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# 0.4.1-tagged step canvases carried lake_margin_q's flat absolute-ceiling
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# semantics (pre-per-basin-normalization) and were written to real disk
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# caches during T-1188 eyeball runs — 0.4.2 forces those entries to miss.
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# 0.4.2-tagged Global/Region-rung step canvases sampled the coastline
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# position raw (no coast_warp_px) — T-1160 applies the warp at orbital
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# sampling, changing orbital-rung canvas bytes (elev_q/temperature_dc/
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# moisture_q shift near coasts) — 0.4.3 forces those cached entries to miss.
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# 0.4.3-tagged canvases predate the D-255 extent inversion (a rung now fixes
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# the canvas EXTENT and the gridunit spacing falls out, rather than the
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# reverse). District/Quarter/Block/Chunk kept the same 960x540 cell counts
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# through that change, so their cache keys are byte-identical while a District
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# canvas now covers 3.6 km of ground instead of 1,966 km — a warm cache would
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# silently serve pre-inversion canvases. 0.4.4 forces those entries to miss.
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# 0.4.4-tagged GLOBAL canvases are all 2x1 — `serve_step_canvas_request` was
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# still zeroing Global's wire extent (a pre-extent-inversion sentinel), so
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# every Global request resolved to a two-cell canvas regardless of viewport.
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# Those entries were also cached under a key that ignored extent, so they
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# answered every later request forever. 0.4.5 forces them to miss.
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# 0.4.5-tagged canvases carry pre-T-1237 river courses: one course per D8 HOP
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# rather than one per river (build_paths walks whole headwater->mouth rivers
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# now). The hop-shaped entries survived that fix because it changed only server
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# and client code, never this version — so Ferrath Global replayed 375 fragments
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# with a 106 km longest run, all of them below D-261's read-as-a-line floor, and
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# drew NOTHING, while a cold cache on the same build produced 73 whole rivers
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# with a 1,644 km trunk and drew 18. Diagnosed as T-1239. 0.4.6 forces them to
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# miss.
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#
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# THE PATTERN, now four bumps deep: a change to how a canvas is GENERATED is
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# only half the change — the other half is this line. Nothing enforces the
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# pairing, so a canvas-generation commit that leaves this version alone ships a
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# silent regression that reproduces only on machines with a warm cache. The
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# capture harness no longer hides it (tests/run-visual isolates user:// per run,
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# T-1239), but a real player's cache is still governed by this number alone.
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version: 0.4.6
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repository: settled-reach
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description: >
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Top-down life-sim set in an original science fiction universe. Asymmetric
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information and occlusion-based perception from a single-character
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perspective, with a Rimworld-style storyteller. Systems interactions like
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The Sims, combat and visuals like single-character Rimworld, world
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generation inheriting from Dwarf Fortress and NMS, economy inspired by
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X4/EVE. Every system is interactable but ignorable — the world is alive
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for any given run.
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setting: >
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The Settled Reach — a network of star systems connected by Founder Gates.
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Neural lattice technology enables soft immortality, forking, and
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re-embodiment.
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development: >
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Built outside-in along the six-phase Development Cascade (D-166): wiki
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content and star map, economics layer, planetary maps and atlas,
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deterministic world generation (active), player control and in-world
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rendering, room-level detail.
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architecture:
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client: Godot 4 (GDScript)
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server: Rust with bevy_ecs (simulation server)
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transport: subprocess/IPC via TCP with MessagePack serialization
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protocol: length-prefixed MessagePack frames (4-byte big-endian)
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determinism: ChaCha20 seeded RNG, deterministic tick processing
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simulation:
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tick_rate: 10 ticks per game-minute
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time_model: 4 day phases (Morning, Afternoon, Evening, Night)
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grid: dual-scale (0.5m simulation tiles, 1m visual tiles)
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visibility: symmetric shadowcasting + forward/peripheral/blind vision cone
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knowledge: per-entity knowledge graphs with confidence decay
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content:
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format: YAML with JSON Schema validation
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structure: campaigns/systems/stations/districts hierarchy
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npcs: 10-axis model (7 essential + 3 supporting) with CombatCapability
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dialogue: tagged line pools with 4-layer relational filtering
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population: 30% flat / 50% mundane triangles / 20% intrigue-entangled
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