Files
settled-reach/project.yaml
T
jpmschweitzerandClaude Opus 5 07ed2a47ab fix(client): the Atlas was replaying a cache from a build that no longer existed (T-1239)
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, and 4e503c356
changed 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>
2026-08-14 23:20:16 +02:00

81 lines
4.3 KiB
YAML

name: The Settled Reach
# Version scheme: 0.{phase}.{n} — phase = active Development Cascade phase (D-166).
# Phase 4 (deterministic world generation) is active.
# 0.4.1-tagged step canvases carried lake_margin_q's flat absolute-ceiling
# semantics (pre-per-basin-normalization) and were written to real disk
# caches during T-1188 eyeball runs — 0.4.2 forces those entries to miss.
# 0.4.2-tagged Global/Region-rung step canvases sampled the coastline
# position raw (no coast_warp_px) — T-1160 applies the warp at orbital
# sampling, changing orbital-rung canvas bytes (elev_q/temperature_dc/
# moisture_q shift near coasts) — 0.4.3 forces those cached entries to miss.
# 0.4.3-tagged canvases predate the D-255 extent inversion (a rung now fixes
# the canvas EXTENT and the gridunit spacing falls out, rather than the
# reverse). District/Quarter/Block/Chunk kept the same 960x540 cell counts
# through that change, so their cache keys are byte-identical while a District
# canvas now covers 3.6 km of ground instead of 1,966 km — a warm cache would
# silently serve pre-inversion canvases. 0.4.4 forces those entries to miss.
# 0.4.4-tagged GLOBAL canvases are all 2x1 — `serve_step_canvas_request` was
# still zeroing Global's wire extent (a pre-extent-inversion sentinel), so
# every Global request resolved to a two-cell canvas regardless of viewport.
# Those entries were also cached under a key that ignored extent, so they
# answered every later request forever. 0.4.5 forces them to miss.
# 0.4.5-tagged canvases carry pre-T-1237 river courses: one course per D8 HOP
# rather than one per river (build_paths walks whole headwater->mouth rivers
# now). The hop-shaped entries survived that fix because it changed only server
# and client code, never this version — so Ferrath Global replayed 375 fragments
# with a 106 km longest run, all of them below D-261's read-as-a-line floor, and
# drew NOTHING, while a cold cache on the same build produced 73 whole rivers
# with a 1,644 km trunk and drew 18. Diagnosed as T-1239. 0.4.6 forces them to
# miss.
#
# THE PATTERN, now four bumps deep: a change to how a canvas is GENERATED is
# only half the change — the other half is this line. Nothing enforces the
# pairing, so a canvas-generation commit that leaves this version alone ships a
# silent regression that reproduces only on machines with a warm cache. The
# capture harness no longer hides it (tests/run-visual isolates user:// per run,
# T-1239), but a real player's cache is still governed by this number alone.
version: 0.4.6
repository: settled-reach
description: >
Top-down life-sim set in an original science fiction universe. Asymmetric
information and occlusion-based perception from a single-character
perspective, with a Rimworld-style storyteller. Systems interactions like
The Sims, combat and visuals like single-character Rimworld, world
generation inheriting from Dwarf Fortress and NMS, economy inspired by
X4/EVE. Every system is interactable but ignorable — the world is alive
for any given run.
setting: >
The Settled Reach — a network of star systems connected by Founder Gates.
Neural lattice technology enables soft immortality, forking, and
re-embodiment.
development: >
Built outside-in along the six-phase Development Cascade (D-166): wiki
content and star map, economics layer, planetary maps and atlas,
deterministic world generation (active), player control and in-world
rendering, room-level detail.
architecture:
client: Godot 4 (GDScript)
server: Rust with bevy_ecs (simulation server)
transport: subprocess/IPC via TCP with MessagePack serialization
protocol: length-prefixed MessagePack frames (4-byte big-endian)
determinism: ChaCha20 seeded RNG, deterministic tick processing
simulation:
tick_rate: 10 ticks per game-minute
time_model: 4 day phases (Morning, Afternoon, Evening, Night)
grid: dual-scale (0.5m simulation tiles, 1m visual tiles)
visibility: symmetric shadowcasting + forward/peripheral/blind vision cone
knowledge: per-entity knowledge graphs with confidence decay
content:
format: YAML with JSON Schema validation
structure: campaigns/systems/stations/districts hierarchy
npcs: 10-axis model (7 essential + 3 supporting) with CombatCapability
dialogue: tagged line pools with 4-layer relational filtering
population: 30% flat / 50% mundane triangles / 20% intrigue-entangled