//! **The world API wall** — the doorway of `benilla-world`, counted from source on every //! `cargo test`, so it can never be measured once and then quietly widen. //! //! Decision 1160 splits the world renderer out of `benilla-app` into `benilla-world`, and its //! *secondary* falsifier is a number: if the engine's public vocabulary is much larger than a //! designed API, the cut line is wrong. 1163 measured it — **214 distinct engine items named by //! gameplay code** — and set the gate at **forty**, with the sort into DOWN / PUBLISH / CLOSE as //! the work. 1164 is that sort. //! //! A number in a decision record is a number nobody re-measures. This is the same measurement as //! a test, so every commit that closes a leak shows up as [`CEILING`] going down, and every commit //! that opens a new one fails the gate the day it lands rather than three weeks later. //! //! **It has two lives, and it switches by itself.** Before the move, the boundary is a naming //! convention: gameplay files reaching `crate::::…`. After the move it is a real //! crate, and the same count is `benilla_world::…` in `benilla-app`'s sources. The scan below //! looks for `crates/benilla-world` and measures whichever world exists — so the ratchet survives //! stage two instead of being deleted by it. //! //! What it deliberately does **not** count: `#[cfg(test)]` bodies (a test naming an internal is //! not an API consumer), doc comments (a `[`crate::x::Y`]` link is prose), and the composition //! root's plugin registrations are counted like anything else — 1164's plugin-group collapse has //! to actually happen for them to stop counting. //! //! **Since decision 2338 the number that gates is the LEAKS, not the surface.** For five weeks //! the one number went up twenty-seven times, every raise a paragraph saying "a PUBLISH", and //! never once down: the falsifier 1163 set at forty had fired, and the ratchet had become a //! diary. So the sort is data now. [`PUBLISHED`] is the designed API, each row with the record //! that published it; [`SORTED_LEAKS`] is what 1164 filed to close and how; anything else that //! crosses is an unsorted leak. The surface and the published count are reported; only the leak //! count is ratcheted, and it ratchets toward zero. Adding a `PUBLISHED` row is the act that //! raising the ceiling used to be — a claim made in review, with its record — and a row nothing //! names any more fails the test until it is deleted, so the tables cannot rot. use std::collections::{BTreeMap, BTreeSet}; use std::path::{Path, PathBuf}; /// The engine's module set inside `benilla-app` — the cut line of 1160, written down. /// /// This list is the pre-move definition of "the world". It is load-bearing in exactly one way: an /// engine module missing from it makes its leaks invisible to this test. It goes away at stage /// two, when `crates/benilla-world/` becomes the definition and the scan switches to the crate /// path (see the module docs). const ENGINE_ROOTS: &[&str] = &[ "art_scope", "assets", "billboard", "clouds", "clutter", "collision", "debug_panel", "decal", "dev_state", "doodad_anim", "entity_shade", "exterior_cull", "ffx_glow", "instance_tint", "interact", "interior", "lighting", "liquid", "map_proj", "mesh_tag", "model_fade", "model_forms", "model_render", "modkeys", "particles", "perf", "pipe_warm", "ribbons", "rig_anim", "rig_palette", "schedule", "sky", "sky_order", "skybox", "sun", "surface", "terrain", "terrain_stream", "view", "water_fx", "wdl", "weather", "wmo_portal", "world_census", "world_plugins", "world_point", "world_unit", "world_map", "zfill", ]; /// The instruments — `debug_panel`, `perf`, `pipe_warm`, `art_scope`. They live inside the engine /// module set today (the world viewer boots them), but 1160 puts instruments at the *top* of the /// stack, not the bottom: extracting them early would publish hundreds of internals as permanent /// API shaped by what a debugger wanted to poke. So they are not part of the doorway being /// measured, and gameplay reaching into them is a different problem with a different record. const INSTRUMENT_ROOTS: &[&str] = &["art_scope", "debug_panel", "perf", "pipe_warm"]; /// The instruments that ended up **above** the engine — `benilla-app` modules that consume /// `benilla-world` like any other caller. /// /// 1164's rule is that an instrument's surface is not the engine's designed API: "1160 puts /// instruments at the top of the stack, and their surface is a different record's problem". /// 1167 corrected the *geography* — the compiler proved these three read the game and cannot live /// inside the engine — but the rule it was attached to still holds, and for the reason 1163 gave: /// an API whose target is set by what a debugger wanted to poke is the same failure as an API /// shaped by whichever `use` statement got written first. /// /// So they are excluded from the gated number and **counted separately**, because a rule that /// hides a number is worse than no rule. `art_scope` is not here: it is registered by /// `WorldPlugins` and lives inside the engine, so it never crosses. /// /// `crash` (decision 2266 §B2) is the fourth: the panic hook that writes the crash report. It is /// `perf::stall`'s sibling — a diagnostic that writes into `Diagnostics/` and nothing gameplay /// reads — and the one engine item it names, `log_ring::recent`, is a diagnostic feed kept beside /// the engine's `LogPlugin` because that is where the layer has to be installed. An API shaped /// by what a crash report wanted to attach is 1163's failure exactly, so it is counted here, not /// in the doorway. /// /// `capture` (decision 2338) is the fifth, and the oldest ruling of the five: 1164 §Measured /// already counted `capture/*` among the instruments outside the doorway (its "21 named only by /// instruments"), but this list never said so, and a probe's reach — `static_gx::StaticGx`, /// `liquid::FoamPatch`, `ride_frame::ride_matrix`, the water-effect fixtures — was gated as if /// the game had asked for it. A probe that reads the engine's own state is what a probe is for. const INSTRUMENT_CONSUMERS: &[&str] = &["capture", "crash", "debug_panel", "perf", "pipe_warm"]; /// Is this file one of the app-side instruments? fn is_instrument_consumer(rel: &str) -> bool { let root = rel.split(['/', '.']).next().unwrap_or(""); INSTRUMENT_CONSUMERS.contains(&root) } /// **The designed API** — every engine item game code may name, and the record that published /// it (decision 2338). `1164` is the sort's own PUBLISH bucket and its facades; a four-digit /// number is the record whose paragraph in the raise log below said "a PUBLISH"; `wall` is a /// raise-log paragraph that published the item without naming a record (grep the name below); /// `1167` published the facades the crate move landed; `2338` is the boot seam — the process-level /// entries a binary needs to run the engine at all (`worldview::run`, `tuned_default_plugins`, /// `BuildId`, the background-window and thread-QoS helpers), the same class as the three plugins /// the log already published. **Adding a row is a claim made in review, with its record.** A row /// no game file names any more fails the test until it is deleted. const PUBLISHED: &[(&str, &str)] = &[ ("bgwin::BgWinPlugin", "wall"), ("bgwin::background_run", "2338"), ("bgwin::no_pixel_run", "2338"), ("billboard::BillboardCard", "1164"), ("boot::tuned_default_plugins", "2338"), ("build_id::BuildId", "2338"), ("build_id::banner", "1179"), ("collision::ColliderEpoch", "1384"), ("collision::MoverTraceExclusions", "1767"), ("collision::WorldCollision", "1164"), ("decal::WorldDecal", "1164"), ("dev_state::STILL_INPUTS_CHANGED", "1979"), ("doodad_anim::AnimMatPart", "2295"), ("doodad_anim::DoodadAnimHost", "1365"), ("doodad_anim::MatAnim", "1164"), ("doodad_anim::TintLoop", "2295"), ("doodad_anim::UvLoops", "2282"), ("doodad_anim::register_entity_uv", "2295"), ("doodad_anim::register_fx_uv", "2282"), ("doodad_anim::register_tint", "2295"), ("doodad_anim::spawn_anim_host", "1164"), ("ffx_glow::FfxBackdrop", "2234"), ("ffx_glow::FfxGlow", "1164"), ("ffx_glow::GlueFfx", "1731"), ("final_pass::FinalPassTarget", "2206"), ("instance_tint::InstanceTintMirrors", "1731"), ("instance_tint::InstanceTints", "1164"), ("interact::PickMesh", "1164"), ("interact::WorldObject", "1164"), ("interact::WorldPick", "1164"), ("interact::cast_pick_ray", "1164"), ("interior::NodeAmbient", "2079"), ("lighting::LightBlob", "1164"), ("lighting::WorldTime", "1167"), ("lighting::WowLighting", "1164"), ("mac_quit::MacQuitPlugin", "1528"), ("mat_anim_table::MatAnimMirrors", "2023"), ("mat_anim_table::MatAnimTable", "1381"), ("mat_anim_table::affine_row", "2019"), ("mesh_tag::HIGHLIGHT_BIT", "1164"), ("model_fade::ModelFade", "1164"), ("model_fade::ParentModel", "1164"), ("model_fade::RenderFade", "1164"), ("model_fade::UnitRenderAlpha", "wall"), ("model_forms::ModelForms", "1167"), ("model_render::BatchVariants", "1164"), ("model_render::EntityUvLane", "2295"), ("model_render::M2BatchMaterials", "1164"), ("model_render::ModelKind", "1164"), ("model_render::ModelPart", "1164"), ("model_render::lazy::realize", "1940"), ("modkeys::SyntheticHold", "wall"), ("particles::ViewThrottled", "1559"), ("particles::render::EFFECT_DRAW_STATS", "1955"), ("particles::spawn_emitter", "1164"), ("ride_frame::RideFrame", "1661"), ("rig_anim::AnimParked", "wall"), ("rig_anim::GlobalSeqDrive", "wall"), ("rig_anim::PosePost", "wall"), ("rig_anim::RigAnchor", "wall"), ("rig_anim::RigFrame", "wall"), ("rig_anim::RigPose", "wall"), ("rig_palette::RigPalettes", "1164"), ("rig_palette::RigSkin", "1164"), ("rig_rider::RigRider", "1609"), ("schedule::WorldLive", "1160"), ("schedule::WorldStage", "1164"), ("sky_order::Rung", "wall"), ("terrain_stream::SPAWN_XY", "wall"), ("terrain_stream::ViewFocus", "1160"), ("terrain_stream::WorldLoadProgress", "wall"), ("thread_qos::QosClass", "2338"), ("thread_qos::ThreadQosPlugin", "wall"), ("thread_qos::promote_current_thread", "2338"), ("view::MsaaFormats", "1632"), ("view::MsaaSetting", "1629"), ("view::ViewDistance", "1164"), ("view::Viewer", "wall"), ("view::WorldCamera", "1164"), ("vis_chain::VisChainOnly", "1441"), ("weather::WeatherMessage", "1164"), ("weather::WeatherState", "2181"), ("wmo_portal::room_pvs_visible", "1475"), ("world_census::CensusReport", "1164"), ("world_census::WorldCensus", "1164"), ("world_map::CurrentMap", "1164"), ("world_map::MapChange", "1164"), ("world_plugins::WorldPlugins", "1164"), ("world_point::Subject", "1164"), ("world_point::WorldPoint", "1164"), ("world_unit::ViewerUnit", "wall"), ("world_unit::WorldUnit", "wall"), ("worldview::run", "2338"), ]; /// **The sorted leaks** — items 1164 filed to close, still crossing today, with the bucket it /// filed them under (decision 2338 moved the sort here from prose). `CLOSE/absorb` means a facade /// takes the call, `CLOSE/invert` the engine publishes the fact instead of the game reaching in, /// `CLOSE/move-engine` mis-filed engine code moving engine-side (the twelve `terrain_stream::*` /// items are `entities/wmo_props.rs`, 1164's fourth candidate, invisible until 2338's scanner /// fix), `CLOSE/move-game` gameplay moving out of the engine. A leak that is in neither table is /// unsorted: it crossed after 1164 and no record has said what happens to it. A row no game /// file names any more fails the test until it is deleted — closing a leak is deleting its row. const SORTED_LEAKS: &[(&str, &str)] = &[ ("billboard::BillboardJointRig", "CLOSE/absorb"), ("billboard::BillboardPlace", "CLOSE/absorb"), ("billboard::billboard_basis", "CLOSE/move-engine"), ("billboard::billboard_joint_palette", "CLOSE/absorb"), ("clutter::ClutterConfig", "CLOSE/absorb"), ("collision::PickOccluder", "CLOSE/absorb"), ("decal::DecalFrame", "CLOSE/absorb"), ("doodad_anim::DoodadAnimTier", "CLOSE/absorb"), ("doodad_anim::TintAnimMaterials", "CLOSE/move-engine"), ("doodad_anim::UvAnimMaterials", "CLOSE/move-engine"), ("doodad_anim::classify", "CLOSE/absorb"), ("doodad_anim::sample_mat_anim", "CLOSE/invert"), ("doodad_anim::wants_rig", "CLOSE/move-engine"), ("entity_shade::GroundShade", "CLOSE/absorb"), ("ffx_glow::FfxDeathFade", "CLOSE/absorb"), ("instance_tint::IDENTITY", "CLOSE/absorb"), ("instance_tint::pack", "CLOSE/absorb"), ("interact::PickBox", "CLOSE/absorb"), ("interact::WorldClick", "CLOSE/move-game"), ("interact::WorldRightClick", "CLOSE/move-game"), ("interact::WorldRightPress", "CLOSE/move-game"), ("interact::cast_pick_ray_inflated", "CLOSE/absorb"), ("interior::BodyBakeCenter", "CLOSE/absorb"), ("interior::ContainmentAttach", "CLOSE/absorb"), ("interior::InteriorLit", "CLOSE/invert"), ("interior::InteriorReauthor", "CLOSE/invert"), ("interior::classify_entity_interior", "CLOSE/absorb"), ("interior::part_interior_lit", "CLOSE/absorb"), ("lighting::GameClock", "CLOSE/absorb"), ("lighting::PropProbeSlot", "CLOSE/move-engine"), ("lighting::PropProbes", "CLOSE/move-engine"), ("liquid::WaterChunkInfo", "CLOSE/absorb"), ("map_proj::WorldProj", "CLOSE/move-game"), ("map_proj::ZoneRect", "CLOSE/move-game"), ("mesh_tag::describe", "CLOSE/absorb"), ("mesh_tag::with_alpha", "CLOSE/invert"), ("model_fade::DespawnFade", "CLOSE/move-game"), ("model_fade::FadeMaterials", "CLOSE/absorb"), ("model_fade::FadeSet", "CLOSE/absorb"), ("model_fade::JoinedFade", "CLOSE/absorb"), ("model_fade::MAX_MODEL_CHAIN", "CLOSE/invert"), ("model_fade::PartFade", "CLOSE/absorb"), ("model_fade::PendingAppearFade", "CLOSE/invert"), ("model_fade::UnitAppearFade", "CLOSE/move-game"), ("model_fade::apply_render_fade", "CLOSE/absorb"), ("model_fade::fade_alpha", "CLOSE/absorb"), ("model_fade::join_unit_appear_fade", "CLOSE/absorb"), ("model_render::FarSideOfWater", "CLOSE/invert"), ("model_render::FarSideTwins", "CLOSE/invert"), ("model_render::ModelVisSet", "CLOSE/absorb"), ("model_render::ShadeSel", "CLOSE/absorb"), ("model_render::far_resolved", "CLOSE/invert"), ("model_render::replace_fog_policy", "CLOSE/absorb"), ("modkeys::DEV_CHORD", "CLOSE/move-engine"), ("modkeys::dev_chord", "CLOSE/move-engine"), ("particles::EmitClock", "CLOSE/absorb"), ("particles::EmitterFade", "CLOSE/invert"), ("particles::EmitterFrames", "CLOSE/absorb"), ("particles::OwnerLoss", "CLOSE/absorb"), ("particles::ParticleEmitter", "CLOSE/invert"), ("particles::buffer::EffectLightOverride", "CLOSE/invert"), ("particles::buffer::EffectQuads", "CLOSE/invert"), ("particles::buffer::EffectVertex", "CLOSE/absorb"), ("particles::buffer::WorldEffectDraw", "CLOSE/absorb"), ("particles::buffer::begin_effect_frame", "CLOSE/absorb"), ("ribbons::RibbonSeq", "CLOSE/absorb"), ("ribbons::RibbonTrail", "CLOSE/invert"), ("ribbons::spawn_ribbon", "CLOSE/absorb"), ("rig_palette::RigPaletteMirrors", "CLOSE/absorb"), ("rig_palette::RigPart", "CLOSE/absorb"), ("rig_palette::RigStarved", "CLOSE/invert"), ("rig_palette::rig_cost_enabled", "CLOSE/absorb"), ("terrain_stream::AreaAuthoritySet", "CLOSE/absorb"), ("terrain_stream::CurrentArea", "CLOSE/absorb"), ("terrain_stream::PendingCollider", "CLOSE/move-engine"), ("terrain_stream::PropLobeLight", "CLOSE/move-engine"), ("terrain_stream::ShadeResolve", "CLOSE/move-engine"), ("terrain_stream::SpawnedModel", "CLOSE/move-engine"), ("terrain_stream::TerrainStreamer", "CLOSE/absorb"), ("terrain_stream::build_collider_task", "CLOSE/move-engine"), ("terrain_stream::doodad_ground_shade", "CLOSE/move-engine"), ("terrain_stream::fold_interior_probe", "CLOSE/move-engine"), ("terrain_stream::hex_word", "CLOSE/move-engine"), ("terrain_stream::m2_anim_bound", "CLOSE/move-engine"), ("terrain_stream::m2_fade", "CLOSE/move-engine"), ( "terrain_stream::placement_collider_data", "CLOSE/move-engine", ), ("terrain_stream::point_light", "CLOSE/absorb"), ("terrain_stream::spawn_model_entities", "CLOSE/move-engine"), ("view::CAM_FOVY", "CLOSE/absorb"), ("view::FARCLIP_RANGE", "CLOSE/absorb"), ("view::NEARCLIP_DEFAULT", "CLOSE/absorb"), ("wmo_portal::UnitWmoRoom", "CLOSE/absorb"), ("wmo_portal::WmoPortalInstance", "CLOSE/absorb"), ("wmo_portal::WmoPvsSet", "CLOSE/absorb"), ]; /// The gate — on the **leaks**. 1163 set the surface at forty; 1164 sorted it; 2338 made the /// sort data and pointed the ratchet at what is left to close. The raise log below is the /// history of the surface count this constant gated until then, and the source of every /// `PUBLISHED` row that names a record or `wall`. /// /// **Lower it when you close something.** The lower bound below exists so that a session which /// closes twenty leaks cannot leave the ceiling standing at the old number, which would silently /// hand the next twenty leaks a free pass. /// /// It has been raised **twelve times**, and every reason is worth keeping. 138 → 139: `ground_fx` /// moved into the engine, where 1164 says it belongs ("326 lines of pure render"), and the game /// now names one entry point (`spawn_ground_fx_decal`) where before it named none — it was calling /// a module in its own crate. A structural correction that costs one item and buys the lane's /// ordering law back from its caller; `ModelEffects` absorbs the entry point when it is built. /// /// **150 → 176: the crate /// exists, and the count switched to the thing it was always a proxy for.** Two reasons it went up, /// both of them the measurement getting more honest rather than the doorway widening: /// /// - The module-name scan excluded the *instruments* (`debug_panel`, `perf`, `pipe_warm`) as /// namers, on the assumption they travel with the engine. The compiler refuted that the moment /// the move was attempted: all three read the game, so they stayed in `benilla-app` — and they /// consume the engine API like any other consumer, which they always did. /// - `crate::x::Y` had to be parsed out of a naming convention. `benilla_world::x::Y` is a real /// path the compiler agrees with, so nothing hides behind a form the parser did not anticipate. /// /// The number to work down is this one. It is also the last time it can be argued with: from here /// every item on it is a `pub` in `benilla-world`, and closing one is a demotion the compiler /// checks. /// /// 149 → 150: `SPAWN_XY`, the /// streamer's last-ditch focus, moved out of `lib.rs` and into `terrain_stream` where it is used — /// an engine that cannot answer "where do I stream from" with no game attached is not an engine. /// The two gameplay readers (the player's boot pose, the world viewer's start) name it across the /// line now; it bought the one reverse crossing that neither wall could see. /// /// 155 → 156: /// `model_fade::ModelFade` — 1164's alpha inversion, in one component. The game declares how /// translucent a root should be; the engine owns the write, the chain composition and the material /// swap. One published name for two impossible dependencies, and it retires a gameplay writer of a /// channel the reference gives one owner. /// /// 153 → 155: /// `world_unit::{WorldUnit, ViewerUnit}` — a body in the world and the viewer's own, replacing /// five engine lanes' filters on the game's wire record. Two published markers for three /// impossible dependencies (`net::NetEntity`, `net::SelfPlayer`, `entities::CollisionHeight`). /// /// 152 → 153: `view::Viewer` /// — the avatar as a *body* (where, how fast, which way, how tall) rather than as the game's /// `Player` type. Three engine lanes were reading it behind the identical predicate. One published /// resource for two impossible dependencies. /// /// 148 → 152: `creature_anim` /// split along 1163's line — the rig machinery (pose evaluation, world/palette composition, the /// global-sequence channels) became `rig_anim` and the game kept the policy. The four are the real /// "pose a rig" vocabulary (`RigPose`, `RigFrame`/`RigAnchor`, `PosePost`, `GlobalSeqDrive`), and /// they belong beside `RigPalettes` and `RigSkin` in 1164's *place* face — a second program that /// spawns a skinned model has to pose it. They bought three impossible dependencies. /// /// 147 → 148: 1160's wire /// (b). The engine stopped reading the game's four-variant session enum to learn whether a world /// exists and started reading its own one-bit `schedule::WorldLive`, which the session writes. /// /// 145 → 147: 1160's wire /// (a) inverted. The streamer stopped reading `player::Player` and started reading /// `terrain_stream::ViewFocus`, which the game writes; and `WorldLoadProgress` — the streamer's /// own residency fact, which had been living in `loading_screen` — came home, so its two readers /// (the bar, and the mover's post-snap hold) now name it across the line. Two published inputs /// bought four reverse crossings, and the enforcer stopped needing a stub avatar to boot. /// /// 143 → 145: two capture /// fixtures that had been living inside engine modules (`water_fx::view`, the foam viewer, and /// `particles::census`, the draw-address probe) moved out to `capture`, where they belong — and /// an instrument on the game side naming engine internals is a forward crossing where an /// instrument *inside* the engine was not counted at all. Same shape as the 160 → 162 raise /// below: the doorway did not widen, the measurement got honest. It closed three reverse /// crossings, including an engine plugin that had to name `capture` to register a fixture. /// /// 142 → 143: the depth-bias /// ladder came together in `sky_order` as one `Rung` type. That is a genuinely new forward /// crossing — gameplay lanes now name an engine rung where before each kept its own constant — /// and it bought three REVERSE crossings, the ones that cannot exist at all once the crate does. /// One published rung against three impossible dependencies is the trade, and the ladder is /// engine API by 1164's own spine (a second program orders against the engine's frame). /// /// 133 → 154, and this is the one to read first: it is not a leak, it is the wall admitting it /// had been lying. `expand` stopped walking at a brace, so `use benilla_world::interact::{A, B}` /// — the ordinary Rust import — collapsed to the bare module path and was then discarded as a /// prefix. Only items written out fully qualified at a *usage* site were ever counted. Every /// number this test has printed since the crate landed was an undercount of the same kind, and /// the honest surface is 154. Found by disagreement: a second scanner put the total one item /// lower while naming items this one had never heard of, and neither error was visible from /// either side alone. `WOW_API_DUMP=1` exists because of this. /// /// And 160 → 162, the first one: moving /// `StreamActivity` out of `perf` and `DebugState` out of `debug_panel` did not widen the doorway, /// it stopped two engine facts hiding inside instrument modules this test deliberately does not /// count. The items were always crossing; the measurement improved. That is the only kind of raise /// that is not a retreat — a raise for a NEW leak is the failure this number exists to catch. /// /// And 158 → 159: `vis_chain::VisChainOnly`, a PUBLISH by 1164's test (decision 1441). The /// chain-only visibility idiom — keep `Visibility`+`InheritedVisibility` (hide-propagation), /// remove `ViewVisibility` (the per-camera sweep row) — is an ENGINE law about bevy's visibility /// pipeline, but half the never-rendering hierarchy nodes it applies to are spawned game-side /// (net-object roots, held-item and spell-fx wrappers, transports). Keeping it engine-private /// would mean every game spawner hand-rolling `.remove::()` with its own copy of /// the why — the exact drift a named idiom exists to prevent; the trait is the smallest honest /// carrier of the law. /// /// And 157 → 158: `collision::ColliderEpoch`, a PUBLISH by 1164's test (decision 1384). It is the /// stamp on the world's collider set — "the geometry you last asked has changed" — and the whole /// point of it is that a *cached* collision answer must not outlive the world it described. The /// engine owns the fact (the streamer's attach queue is what changes the set), the game owns two of /// the three parties: the creature ground clamp reads it, and the GameObject hull lane /// (`entities::attach`) is the one collider insert outside the streamer's queue, so it must be able /// to stamp. Keeping it engine-private would mean either a game-side collider that no cache can see /// arrive — which is B197's bug with a different collider class — or an engine system reaching into /// game components to invalidate them, which crosses this line the other way and worse. /// /// And 156 → 157: `mat_anim_table::MatAnimTable`, a PUBLISH by 1164's test (decision 1381). The /// mat-anim delta table replaced per-frame material mutation, and registration must happen where /// materials are BUILT — which for WMO GameObject props (transport interiors) is a game-side /// spawner (`entities::wmo_props`) that already threads the two registries this table serves /// (`UvAnimMaterials`/`TintAnimMaterials`, published members of the same family). The resource /// that allocates the slots is the smallest honest addition beside them; hiding it would mean /// a game-side material registering without a slot and silently freezing at its seed. /// /// And 155 → 156: `doodad_anim::DoodadAnimHost`, a PUBLISH by 1164's test (decision 1365). The /// doodad joint collapse put placed doodads on the collapsed-rig lane (`RigPose`), which made /// them visible to the game's animation-LOD gate — whose park marker the engine's own doodad /// draw gate already owns, on a different law (the composed draw verdict + fade sphere, not the /// unit frustum test). Two writers to one marker silently un-park hidden hosts, so the game's /// gate must be able to say "this population is not mine" — and the engine component that IS /// that population's name is the smallest honest way to say it. The instruments already named /// it; this makes the one gameplay filter explicit rather than inventing a second marker to /// carry the same fact. /// /// And 154 → 155: `modkeys::SyntheticHold`, a PUBLISH by 1164's test rather than a leak. The /// engine owns the macOS stuck-modifier reconciler, and that reconciler decides by polling the /// **hardware** flag state — which by construction reads "up" for a key no hand is on. So a /// synthesized press (the probe harness's `WOW_PROBE_KEY`) was released the frame after it was /// made, and logged as a stuck-key correction: every chord binding was silently unreachable /// headlessly on the platform we develop on. "Something is deliberately holding this key" has /// exactly one reader — the reconciler, engine-side — and its writers are whoever synthesizes /// input, which is game-side; a one-field resource is the smallest honest expression of that. The /// alternative was ordering a game system against an engine system, which crosses this same line /// *and* publishes a schedule point to do it. /// And 159 → 160: `WorldLoadProgress::gx_pending`, a PUBLISH beside the two residency terms /// already through this door (`colliders_pending`, `merge_pending`). The retained pass (1429) /// moved the static world off the entity path, so a placement that has SPAWNED still draws /// nothing until its region bakes — and the game reads residency for two decisions the engine /// does not own: when the loading cover may lift, and when the post-snap physics hold may /// release (decision 0737's split). Both were answering "is the world there" with a fact that /// had stopped meaning it (decision 1498). The alternative was the game reaching into /// `StaticGx` itself, which is a whole engine subsystem through the door instead of one /// `usize` on the residency struct that exists to be read from outside. /// And 160 → 161: `mac_quit::MacQuitPlugin`, a PUBLISH in the exact class of the two engine /// plugins already through this door — `thread_qos::ThreadQosPlugin` and `bgwin::BgWinPlugin`. /// All three correct a *host platform default* at launch, both composition roots name all three, /// and they sit outside `WorldPlugins` because they are properties of the process and its window /// rather than of the world. This one re-points macOS's `Cmd+Q` (winit's default menu wires it /// straight to `terminate:`, which exits without ever running another frame) at the window close, /// so the client's shutdown tail gets the frame it needs — decision 1528, where that gesture was /// measured on the real client writing *nothing*: no saved variables, no addon files, no camera /// pose. The alternative was hiding it inside `WorldPlugins` to keep the count flat, which is /// gaming the instrument rather than paying for a name. /// And 161 → 162: `particles::ViewThrottled`, a PUBLISH of the same shape as /// `rig_anim::AnimParked` already through this door — a marker the ENGINE reads and the GAME /// writes, which is the 1160 line drawn exactly where 1163 drew it. Freezing an emitter with the /// view that stopped drawing it is machinery (the draw-set law lives in `particles::sim`); /// deciding that a particular booth camera is being *paced* rather than put to sleep is policy, /// and it is `portrait::gate_booth_cameras`'s, in the game. There is no engine-side way to tell /// the two apart — a camera's `is_active` bit says only that it did not draw — which is precisely /// the conflation that ran the body panes' item effects at half speed (decision 1559, B312). The /// alternative was passing a `Res`-shaped opinion down into the engine's own sim, which /// puts the game's knob inside the renderer to keep a count flat. /// And 162 → 163: `rig_rider::RigRider`, a PUBLISH of the same shape as `rig_anim::AnimParked` /// and `particles::ViewThrottled` above — a component the ENGINE reads and the GAME writes. /// Placing an attached model's vertices in its wearer's rig frame rather than in absolute f32 /// world space is machinery (the whole lane is `rig_rider` + the palette's row writer, and the /// reason is arithmetic: at Elwynn's ~9481 yards the absolute sum lands on an 0.98 mm grid and is /// rebuilt every frame). *Which* bone a helm hangs from, and what a sheath swap does to that, is /// policy, and it is `entities::equipment`'s, in the game — the same M2 attachment table that /// decides where a weapon is drawn versus stowed. There is no engine-side way to know it: the /// engine sees a scene-graph child, and a child is not an attachment. The alternative was passing /// the game's attach-slot table down into the renderer to keep a count flat (decision 1609). /// And 163 → 164: `instance_tint::InstanceTintMirrors`, the twin of `rig_palette::RigPaletteMirrors` /// already through this door and registered at exactly the same site — an off-world `wow_light` /// buffer the engine must also fill with the per-instance tint region, because the shader reads /// that region out of whichever buffer the draw binds. Uploading a region to the buffers that /// carry it is machinery. *Which* off-world buffers carry it is policy, and it has to be: a /// portrait bake must NOT (the reference builds a fresh CM2 with colour `(1,1,1)`, so a ghost's /// portrait shows the living face — wow-re `ghost-death-visuals.md` §6, report B49, decision 1481) /// while the glue scene MUST (it is the screen itself, and its character component is the very /// instance the reference tints). The engine cannot tell those two render targets apart — both are /// a camera writing to an image — and encoding "a bake standing in for a UI model widget" inside /// the uploader is exactly the game opinion the wall exists to keep out. The alternative was /// mirroring the region into every registered buffer to keep the count flat, which re-opens B49 in /// the tint lane (decision 1731). /// And 164 → 165: `ffx_glow::GlueFfx`, a PUBLISH of the same shape as `rig_anim::AnimParked` and /// the two above — a resource the ENGINE reads and the GAME writes, and exactly ONE bit wide. /// Running an FFX pass pair is machinery; *which* pair a screen installs is the screen's own, and /// the reference says so by building two pairs (WorldFrame `0x481c46`, CGlueMgr `0x46a723`) and /// selecting between them at two different sites. The world's selector is already inside the /// engine's reach — `PLAYER_FLAGS_GHOST` on the live player — but the glue's is not and cannot be: /// it is the ghost bit of the **selected roster row** (`0x472fd9 test dh,0x20`), a character /// nobody is standing in, on a screen the engine has no concept of. The alternative was handing the /// renderer a roster to read to keep a count flat (decision 1731). Note the direction of travel: /// this replaced `FfxGlow::state_scale`, a float that let a bake inherit a player-state lane by /// arithmetic — the enum that took its place makes report B49's invariant structural. /// And 165 → 166: `collision::MoverTraceExclusions`, a PUBLISH in the same class as the two /// one-bit resources above — a resource the ENGINE reads and the GAME writes. The reference's /// world trace carries a per-trace mask, and the local mover's gains bit `0x8000` when the body it /// drives is a player in ghost form; the GameObject collision-candidacy virtual `0x5f85f0` reads /// it and drops every `GAMEOBJECT_TYPE_ID == 0` object, so a ghost walks through closed doors /// (decision 1767). The engine cannot compute that set — "a DOOR GameObject, while the player is a /// ghost" names two gameplay concepts, which is precisely what the wall pointing the other way /// forbids an engine file from knowing. The alternatives were both worse: dropping or re-laning /// the door's collider makes it stop existing for the particle snap, the precipitation probe, the /// mouse pick and the creature conform, none of which the binary touches; and threading a filter /// through `step`/`grounded_step`/`airborne_step` puts a gameplay argument into the movement /// core's signature. An `EntityHashSet` that is empty on every living frame is the smallest honest /// expression, and it makes the living player's query provably the one it always was. /// And 166 -> 172: **not six crossings — one measurement correction.** Nothing moved through the /// doorway; the scan was blind to part of every file. A `#[cfg(test)]` was cleared only on /// `depth < d`, and a top-level test module is seen at depth 0, rises to 1 and returns to 0 — /// never below it, so the first test module in a file switched the scan off for the rest of that /// file. [`paths_in`] carries the fix and how it surfaced (2026-09-01, a change that only *moved* /// a test module out of `net.rs` and pushed the count up by one with no new reference in its /// diff). These six were named by gameplay code all along, below a test module, uncounted: /// `lighting::WorldTime`, `art_scope::ArtScope`, `art_scope::ArtSlot`, /// `billboard::billboard_joint_palette`, `rig_anim::finalize_rig_worlds`, `world_unit::ViewerUnit`. /// Raising the number is what keeps the ratchet honest — a ceiling measured through a hole is not /// a ceiling — and it is the ratchet's own instruction: a count that cannot see the whole file /// cannot report a widening either, which is the one thing this test exists to do. The six are /// **not** hereby blessed as PUBLISH: they are un-sorted 1164 work, now visible enough to sort. /// And 172 → 173: `model_render::lazy::realize`, a PUBLISH. A built `WowModelMaterial` is no /// longer an asset the moment a spawner builds it — the engine parks the value behind a /// reserved handle and inserts the asset the first frame something visible is bound to it /// (decision 1940: 9.9k materials, 20.7k buffers and 10.2k bind groups were alive at the /// Stormwind auction house for 36 drawn entity batches, the variant set every spawner is handed /// and never switches to). A game lane that CLONES a material before anything binds it — the /// portrait booth relighting a part's twins onto its own light buffer, a spell kit deriving its /// per-instance tinted copy from the shared steady — asks the engine to realize it first. That /// is the whole of the crossing: one function, "make this handle's asset exist now", the /// doorway's own rule about when a material is real. The alternative — eager materials for /// the two lanes that read early — would put the store's law in the caller's hands. /// And 173 → 174: `particles::render::EFFECT_DRAW_STATS`, an instrument PUBLISH — the effect /// lane's own per-frame draw census (items in the transparent phase, draws after the merge), /// the number the `FPS_PROBE` line prints as `fx=`. It is the reading that refuted the /// additive-window regroup on the crowd rig (decision 1955): a lane whose merge walk is the /// only place the count exists has to publish it or stay unmeasurable. /// And 174 → 175: `dev_state::STILL_INPUTS_CHANGED`, an instrument PUBLISH — how many frames /// each whole-scene input of the still-frame skips (1979) read as changed. Counted in the /// world crate so the probe names ONE static instead of the four resources the skips read; the /// reading is what says whether a gate ever engages. /// And 175 → 176: `mat_anim_table::affine_row`, a PUBLISH. The mat-anim table's second row /// kind (decision 2019): a texture transform's rotation and scale as deltas from the identity, /// `[cos − 1, sin, sx − 1, sy − 1]`, so that row 0 — the pinned zero every static material /// reads — IS the identity. That encoding is the table's own law (the same zero-is-identity /// rule its translation rows and the tint table run under), and the shader's fold is written /// against it; a lane that owns rows in the table — the UI model tiles, sampling the cooldown's /// quadrant rotations off the pane's play head — has to write them in the table's encoding, /// not one of its own. One function, "encode this affine the way the table reads it". /// And 176 → 177: `mat_anim_table::MatAnimMirrors`, a PUBLISH — the mat-anim table's twin of /// `instance_tint::InstanceTintMirrors` (decision 2023). A lane whose materials bind a light /// buffer of their own reads the table out of THAT buffer, so the UI model tiles' rows — the /// cooldown sweep's rotations, written every frame off the pane's play head — reached a region /// nothing in a tile ever sampled until the tile's buffer was on a mirror list. Registered once /// at the tile renderer's startup, the same shape and the same reason as the palette mirror /// beside it. /// And 177 → 178: `model_fade::UnitRenderAlpha`, a PUBLISH — one streamed unit's live render /// alpha, composed from the unit ROOT's own presentation state. `ModelAlphas` beside it is the /// read side for a consumer that can wait for `PostUpdate`'s publish; this is the read side for /// one that cannot — the blob shadow runs in `Update`, and on the frame a unit's presentation /// begins the published component does not exist yet. Published as a door rather than as its /// three inputs (`UnitAppearFade`, `DespawnFade`, `model_render_alpha`) precisely because the /// lane that reconstructed the answer from parts got it wrong the same way every time: it read /// "no part is fading" as opaque, which is false of a *pending* unit, and put a full-strength /// shadow on the ground under an invisible creature for the length of a load. A caller asking /// one question cannot make that mistake; a caller handed the inputs can. /// And 178 → 179: `interior::NodeAmbient`, a PUBLISH — one light node's committed **ambient word /// alone**, the ramped chase toward `cap96(MOCV)`. `ParticleLight` beside it is the same words /// folded into the whole fixed-function term (`ambient + 0.9·diffuse + Σ lamps`), which is what a /// lit particle quad receives; this is the read side for a draw whose vertex format carries **no /// normal**, so the normal array is disabled outright and its term is the ambient product and /// nothing else (the weapon swing trail, decisions 2079/2086). Published rather than reconstructed /// for the reason the entry above gives: the caller cannot rebuild it from `ParticleLight` — the /// diffuse lobe and the MOLT points are already summed in and cannot be subtracted back out — and /// a caller that reached for the *scene* ambient instead, which is what this replaces, tinted /// every indoor trail with the sky. /// And 179 → 180: `weather::WeatherState`, a PUBLISH — the weather driver's own state, reached by /// `crate::cvars` because one byte of it (`weather_density`) is a **player setting** and 2181 gave /// it its switch. It is the same shape as `clutter::ClutterConfig` two rows of that table up: a /// resource the engine owns and the options window writes exactly one field of, welded to its CVar /// by `registered_defaults_mirror_the_code_truths`. Published as the state rather than as a /// density-only door for the reason the two entries above give in reverse — there is no /// reconstruction to get wrong here, the field is a `u8` the engine reads directly, and a /// one-field wrapper would be a second name for the same byte that the weld test would then have /// to hold in step with both sides. It was already on the far side of the wall as an INSTRUMENT /// item (the `#[cfg(feature = "dev")]` weather panel is its only other namer); what changed is /// that a game module names it now, which is exactly the crossing this gate exists to make /// visible. /// And 180 → 181: `final_pass::FinalPassTarget`, a PUBLISH — where a colour lane's final pass /// lands, as one noun (decision 2206). The client has two colour lanes that end in a full-screen /// decode: the world's (the FFXGlow combine, engine-side) and the UI's (`crate::ui_gamma`'s, /// game-side since 0254 — the interface is the game's). Both used to write bevy's main texture /// and let its `upscaling` blit copy the result out; 2206 has each render straight into its /// camera's target when the camera's output mode is `Skip`, and the rule that turns an output /// mode into a destination, a format and a scissor is one rule, not two copies of it that drift. /// It could not go the other way: moving the UI decode into the engine would put the UI lane's /// colour law on the wrong side of the wall. So the engine publishes the rule as one type with /// two associated functions, and the game names it once. /// And 181 → 182: `ffx_glow::FfxBackdrop`, a PUBLISH — the component that makes the world's /// FFX combine the first draw of the player-UI camera's main pass (decision 2234). The combine is engine-side /// (the world lane's byte math, 0161); the camera it now runs on is the game's (the interface, /// 0254); so the engine publishes the claim as one component the game puts on its camera and /// points at the world camera it owns, and the two nodes behind it stay private. It retires a /// full-window float image that one camera wrote and the next read back — the seam 1603 built /// and 2215 measured — and it could not go the other way for 2206's reason: the UI camera cannot /// move into the engine. /// And 182 → 183: `doodad_anim::register_fx_uv`, a PUBLISH — put one spell-effect material clone /// on the per-instance UV-scroll lane (decision 2282). The clone is the GAME's: `entities::spell_fx` /// makes it because one cast is one phase (the same reason 0271's animated tint clones it), and /// nothing engine-side knows an effect instance exists. Everything after that is the engine's — /// which registry, which delta-table row, which of 1408's two baked loop spellings, and the /// instance-clock law that separates this lane from the shared one. Published as ONE verb rather /// than as its three pieces (`UvLoop`'s effect variant, `register_uv`, the row) precisely because /// this lane's recurring bug is a caller that takes some of the pieces and not the rest: 2038's /// marked-but-unregistered parts froze every waterfall in the game for three days, and a /// registration without a row, or a row without a registration, is that same shape. One verb /// cannot be half-taken. It is also why the three pieces went back to `pub(crate)` in the same /// commit, which is the rare crossing that *lowers* the surface it replaces. /// And 183 → 184: `doodad_anim::UvLoops`, the argument of the verb above. A texture transform is /// ONE authored record with four baked channels — 1408's two translation spellings plus 2019's /// per-slot rotation and scaling — and which of them a batch fills is not a thing the caller gets /// to reason about: a scale-only transform (`Spells\GroundingTotem_Impact.mdx`) and a /// dead-slot-0 translation both answer `None` to the channel you would check first. So the struct /// carries the record whole, and `any()`/`open_offset()` on it are the two questions the game /// asks — which keeps the "does this batch animate" predicate and the "what does it open on" seed /// in the engine, where the bake's rules live, instead of copied into the effect attach where they /// would drift. Four positional `Option`s would have been the alternative, and swapping two of /// them is a silent wrong-channel bug the compiler cannot see. /// And 184 → 186, both for the ENTITY lane (decision 2295), which is the same crossing 2282 made /// for the effect lane and made for the same reason. /// `doodad_anim::register_entity_uv` is the second PUBLISH verb on this lane: put a unit / /// GameObject / held-item batch material on the UV lane, picking the shared clock or the /// instance's play head from the authored record rather than making the caller reason about it. /// It is a separate verb from `register_fx_uv` and not a flag on it because the two lanes differ /// in the one thing a caller cannot get right by accident — an effect's clocks are measured from /// its own attach (0856/0858) and a resident entity's are the scene's — and a boolean spelling of /// that would read as a preference. /// `model_render::EntityUvLane` is the argument `entity_variants` grew, and the crossing it buys /// is the point of the decision: building an entity batch's material and putting it on the lane /// are ONE act, so the engine takes the registry and the delta table *in the same call* instead of /// handing back six handles and trusting the game to register them. That is 2038's law spelled in /// the signature — a `play_uv` flip without a registration freezes every entity batch at its first /// key instead of its identity, which is a different wrong frame and not a fix — and it is why the /// lane is a bundle rather than three arguments a caller can pass two of. /// And 186 → 189, the second half of 2295 — the ONE entity population that needs a material of /// its own rather than the batch's, which the dressing path clones and registers because the /// clone has to exist before the part's interior and fade records are built from it. /// `doodad_anim::AnimMatPart` is the draw-scan marker, and it crosses for the reason 1375 put it /// at the spawn site in the first place: the marker and the registration are one predicate, and /// the game is where an entity part is spawned. The engine cannot insert it — it does not know /// an entity part exists — and a lane that let the two drift is 2038's three frozen days. /// `doodad_anim::register_tint` and `doodad_anim::TintLoop` are the tint channel's twins of the /// UV verbs above, for the same five batches on three GameObject models: `G_FreezingTrap`'s glow /// card, `OrgrimmarPentagram`, `ScholomanceCrystalBall01` — four of whose five batches bake /// **nothing** in file slot 0, so a shared material can only ever seed white however faithfully it /// is ticked. They were already `pub` for the world streamer; what crosses here is the game naming /// them, and it is the same crossing the UV half makes one line up. /// And 189 → 190: `terrain_stream::CurrentArea`, taken by `capture/probe_bg.rs` (decision 2290). /// It is the engine's own area authority — the `AreaTable.dbc` leaf under the player's feet, which /// the engine already publishes for its own audio and zone-text consumers — and the probe reports /// it for one reason: a battleground census has to be able to say *where the body actually is*, /// and a map id alone cannot. "Map 489" is true of the pen, the field and the graveyard alike; the /// area id is what told this instrument that the port lands at Silverwing Hold and that the /// release lands at the graveyard. The alternative was to re-derive the leaf in the probe from /// tiles the engine already resolved, which is the copy-the-rule drift this wall exists to stop. /// /// **190 → the leaks (decision 2338).** The surface stood at 190 published-and-leaked items /// together; the tables above split it, `capture` joined the instruments as 1164 always counted /// it, and the scanner learned to read a `use` group that spans lines (nine imports, twenty-one /// items counted nowhere until then — see [`logical_lines`]). What this constant gates from here /// is the leak count alone, measured on the tree that lands. const LEAK_CEILING: usize = 107; /// How far under [`LEAK_CEILING`] the real count may sit before this test asks for the ceiling /// to be lowered. Slack, not tolerance: it keeps a single closure from failing the gate, while /// making it impossible to bank a whole stage of work without writing the new number down. const LEAK_SLACK: usize = 10; #[test] fn the_world_api_doorway_stays_shut() { let all = measure(); // Partition one: an item only an instrument names is the instruments' surcharge, not the // designed doorway (see `INSTRUMENT_CONSUMERS`). One a game module *also* names is the doorway's. let (probes, surface): (BTreeMap<_, _>, BTreeMap<_, _>) = all .into_iter() .partition(|(_, files)| files.iter().all(|f| is_instrument_consumer(f))); // Partition two (decision 2338): the doorway is the published API plus the leaks, and only // the leaks gate. let published_by: BTreeMap<&str, &str> = PUBLISHED.iter().copied().collect(); let sorted_by: BTreeMap<&str, &str> = SORTED_LEAKS.iter().copied().collect(); let both: Vec<&str> = published_by .keys() .filter(|k| sorted_by.contains_key(*k)) .copied() .collect(); assert!( both.is_empty(), "an item cannot be both published and a sorted leak: {both:?}" ); let (published, leaks): (BTreeMap<_, _>, BTreeMap<_, _>) = surface .into_iter() .partition(|(k, _)| published_by.contains_key(k.as_str())); let n = leaks.len(); let sorted = leaks .keys() .filter(|k| sorted_by.contains_key(k.as_str())) .count(); // Always say the numbers: `cargo test -p benilla-app --test world_api_wall -- --nocapture` // is the one-command answer to "where is the wall now". eprintln!( "world API surface: {} items — {n} leaks (ceiling {LEAK_CEILING}, slack {LEAK_SLACK}; \ {sorted} sorted by 1164, {} unsorted), {} published; + {} named only by the instruments", published.len() + n, n - sorted, published.len(), probes.len() ); // The tables are the sort. A row no game file names any more is a row to delete — a stale // published row would let the item cross again for free, and a stale leak row is a closure // nobody wrote down. let stale: Vec<&str> = PUBLISHED .iter() .map(|(k, _)| *k) .filter(|k| !published.contains_key(*k) && !probes.contains_key(*k)) .chain( SORTED_LEAKS .iter() .map(|(k, _)| *k) .filter(|k| !leaks.contains_key(*k) && !probes.contains_key(*k)), ) .collect(); assert!( stale.is_empty(), "rows in PUBLISHED / SORTED_LEAKS that no game file names any more — delete them (a \ closed leak is a deleted row; a published item nobody uses is not API):\n {}", stale.join("\n ") ); // `WOW_API_DUMP=1` prints the surface itself, most-named first, each item with what the // tables say about it. The count alone answers "is the wall holding"; it cannot answer // "which item did that unit actually retire", and a unit that reads as net-zero is exactly // when you need the list. if std::env::var("WOW_API_DUMP").is_ok() { let tagged = |m: &BTreeMap>, tag: &dyn Fn(&str) -> String| { let mut rows: Vec<_> = m .iter() .map(|(k, v)| (v.len(), format!("{k} [{}]", tag(k)))) .collect(); rows.sort_by(|a, b| b.0.cmp(&a.0).then(a.1.cmp(&b.1))); rows.iter() .map(|(n, k)| format!(" {n:3} file(s) {k}")) .collect::>() .join("\n") }; eprintln!( "--- leaks ---\n{}\n--- published ---\n{}\n--- named only by the instruments ---\n{}", tagged(&leaks, &|k| sorted_by .get(k) .map_or_else(|| "unsorted".to_string(), |b| b.to_string())), tagged(&published, &|k| published_by[k].to_string()), tagged(&probes, &|k| published_by.get(k).map_or_else( || "instrument".to_string(), |b| format!("published {b}") )), ); } if n > LEAK_CEILING { let fresh: Vec<_> = leaks .iter() .filter(|(k, _)| !sorted_by.contains_key(k.as_str())) .map(|(k, v)| (v.len(), k)) .collect(); panic!( "world API leaks: {n}, ceiling {LEAK_CEILING}.\n\ Something new crossed the line and no record publishes it. Either close it, or — if \ it is genuine engine API — add it to PUBLISHED with the record that says so (decision \ 2338); never a bare number. The unsorted leaks on this tree:\n\n{}", render(&fresh) ); } assert!( n + LEAK_SLACK >= LEAK_CEILING, "world API leaks are down to {n} and the ceiling still says {LEAK_CEILING}. Lower \ LEAK_CEILING to {n} in this file so the next leak has to earn its place — the ratchet \ only holds if the number follows the work down." ); } /// **The wall that points the other way.** 1160 stage one's other half: an engine file naming a /// gameplay item is a dependency `benilla-world` cannot express, so every one of these has to go /// before the crate can exist at all. Ratcheted to zero, and then the crate graph keeps it there. #[test] fn the_engine_names_nothing_of_the_game() { let surface = measure_back(); let n = surface.len(); eprintln!("engine→game surface: {n} items (target 0 — CLOSED)"); assert!( n == 0, "the engine names {n} gameplay items, and this wall is CLOSED — it reached zero and must \ stay there.\n\ An engine file reaching into the game is the dependency `benilla-world` cannot have: not \ a lint, a compile error waiting for the crate to exist. Invert it (the engine publishes \ the fact, the game reads it), move the caller, or move the thing named.\n\n{}", render( &surface .iter() .map(|(k, v)| (v.len(), k)) .collect::>() ) ); } /// Every distinct engine item named by non-engine code, and the files that name it. fn measure() -> BTreeMap> { let app = PathBuf::from(env!("CARGO_MANIFEST_DIR")); let split = app .parent() .is_some_and(|c| c.join("benilla-world").is_dir()); let mut out: BTreeMap> = BTreeMap::new(); let src = app.join("src"); let tests = test_module_files(&src); for file in rs_files(&src) { let rel = file .strip_prefix(&src) .unwrap() .to_string_lossy() .to_string(); // Pre-move, the caller's own module decides which side of the line it is on; post-move, // every file in this crate is on the game side by construction. if (!split && is_engine(&rel)) || tests.contains(&rel) { continue; } let text = std::fs::read_to_string(&file).unwrap(); for (path, _) in paths_in(&text, split, true) { out.entry(path).or_default().insert(rel.clone()); } } drop_module_paths(out) } /// Drop every entry that is only the **path to** another entry. /// /// `use benilla_world::particles::buffer;` exists so the file can write `buffer::EffectQuads` /// below, and that second form is the one worth counting. There is no syntactic way to tell a /// module path from a free function — `particles::buffer` and `mesh_tag::spawn_tag` look /// identical — but there is a structural one: a module path is a **strict prefix of something /// else that was named**, and a function is a prefix of nothing. /// /// This generalises a special case that only caught single-segment modules and so missed /// `particles::buffer` by one level. A rule that needs a list of exceptions is usually the wrong /// rule; this one needs none. fn drop_module_paths( all: BTreeMap>, ) -> BTreeMap> { let keys: Vec = all.keys().cloned().collect(); all.into_iter() .filter(|(k, _)| { let prefix = format!("{k}::"); !keys.iter().any(|other| other.starts_with(&prefix)) }) .collect() } /// Every **gameplay** item named by an ENGINE file — the wall that points the other way. /// /// Empty by construction once the crate exists: `benilla-world` does not depend on `benilla-app`, /// so a name that crosses this way is not a lint, it is a compile error. Before the move it is /// only a convention, and this is what holds it. fn measure_back() -> BTreeMap> { let app = PathBuf::from(env!("CARGO_MANIFEST_DIR")); if app .parent() .is_some_and(|c| c.join("benilla-world").is_dir()) { return BTreeMap::new(); // the crate graph is the enforcement now } let mut out: BTreeMap> = BTreeMap::new(); let src = app.join("src"); let tests = test_module_files(&src); for file in rs_files(&src) { let rel = file .strip_prefix(&src) .unwrap() .to_string_lossy() .to_string(); if tests.contains(&rel) { continue; } // Instruments are allowed to see both sides — 1160 puts them at the top of the stack, so // they are not part of the engine being extracted and their reads are a later record's. let root = rel.split(['/', '.']).next().unwrap_or(""); if !is_engine(&rel) || INSTRUMENT_ROOTS.contains(&root) { continue; } let text = std::fs::read_to_string(&file).unwrap(); for (path, _) in paths_in(&text, false, false) { out.entry(path).or_default().insert(rel.clone()); } } out } /// Every source file that is a **test module in its own file** — declared `#[cfg(test)] mod x;` /// somewhere, with its body in `x.rs` or `x/mod.rs` beside its parent. /// /// 1164's counting rule says `#[cfg(test)]` bodies do not count: a test naming an internal is not /// an API consumer. The scan honours that for an inline `#[cfg(test)] mod tests { … }` by tracking /// brace depth, and used to miss it entirely when the same module lives in its own file — so a /// test file inflated the wall with items no shipping code names. One item was hiding behind this /// (`mesh_tag::alpha_of`, read by `aura_visual/tests.rs` to assert a packed alpha round-trips); /// the rule, not the count, is why it is worth fixing. fn test_module_files(src: &Path) -> BTreeSet { let mut out = BTreeSet::new(); for file in rs_files(src) { let text = std::fs::read_to_string(&file).unwrap(); // A module file's children live in a directory named after it — `a.rs`'s `mod b;` is // `a/b.rs`; `a/mod.rs`'s is `a/b.rs` too. let dir = match file.file_name().and_then(|n| n.to_str()) { Some("mod.rs") | Some("lib.rs") | Some("main.rs") => { file.parent().unwrap().to_path_buf() } _ => file.with_extension(""), }; let mut armed = false; for line in text.lines() { let t = line.trim(); if t == "#[cfg(test)]" { armed = true; continue; } if armed { if let Some(name) = t .strip_suffix(';') .and_then(|d| d.rsplit_once("mod ")) .map(|(_, n)| n) { for cand in [ dir.join(format!("{name}.rs")), dir.join(name).join("mod.rs"), ] { if cand.is_file() { out.insert( cand.strip_prefix(src) .unwrap() .to_string_lossy() .to_string(), ); } } } armed = false; } } } out } fn is_engine(rel: &str) -> bool { let root = rel.split(['/', '.']).next().unwrap_or(""); ENGINE_ROOTS.contains(&root) } /// Walk a source file and yield `(canonical item, line)` for every engine path it names in code. /// /// Hand-rolled rather than a regex dependency, and deliberately literal: it follows `crate::root::` /// (or `benilla_world::` once the crate exists), expands a `use` brace group so /// `use crate::assets::{AssetSet, LockRecover}` counts as two items, and stops the path at its /// first capitalised segment so `crate::assets::WorldAssets::get` is one item and not two. fn paths_in(text: &str, split: bool, want_engine: bool) -> Vec<(String, usize)> { let prefix = if split { "benilla_world::" } else { "crate::" }; let mut found = Vec::new(); let mut depth: i32 = 0; // **A `#[cfg(test)]` guards exactly the item that follows it, and the scan has to find that // item's END.** It did not, and the miss was total: the guard was cleared only on `depth < d`, // but a top-level `#[cfg(test)] mod tests { … }` is seen at depth 0, rises to 1 inside and // returns to 0 — never *below* it. So the first test module in a file switched this scan off // for the whole rest of that file, and every engine item named below it went uncounted. The // wall's whole job is to be a number nobody has to re-measure, and it was measuring a prefix. // // Found on 2026-09-01 by a change that only *moved* a test module out of `net.rs`: the count // rose by one with no new reference anywhere in the diff, because deleting the module handed // the scan back the rest of the file. An instrument that moves when the code does not is // reporting on itself. // // The extent, for both shapes that exist here: `test_at` arms on the attribute line at depth // `d`; if the guarded item opens a brace (`mod tests {`, `impl X {`) the depth rises and the // item ends when it comes back to `d`; if it opens none (`#[cfg(test)] mod tests;`, // `#[cfg(test)] pub(crate) use …;`) it ends at that statement's semicolon. let mut test_at: Option = None; let mut test_open = false; for (n, line) in logical_lines(text).iter().map(|(n, l)| (*n, l.as_str())) { let t = line.trim_start(); if t.starts_with("#[cfg(test)]") { test_at = Some(depth); test_open = false; } let skip = test_at.is_some() || t.starts_with("//") || t.starts_with('*'); if !skip { let mut rest = line; while let Some(i) = rest.find(prefix) { // A bare `xcrate::` is not our prefix; require a non-ident char before it. let boundary = i == 0 || !is_ident(rest.as_bytes()[i - 1] as char); let tail = &rest[i + prefix.len()..]; if boundary { // A **crate-root** item — `crate::SPAWN_XY`, no module segment — is neither // side's by module, and both walls were structurally blind to it: the parse // below wants a lowercase module root, so an uppercase first segment fell out // entirely. It belongs to the *game* by construction, because `lib.rs` is what // stays behind in `benilla-app` when the engine moves — so an engine file // naming one is a reverse crossing, and it took a hand-rolled grep over the // engine file set to find the one that was hiding (`SPAWN_XY`). let root_item = !split && ident(tail).is_some_and(|(r, a)| { r.starts_with(char::is_uppercase) && !a.starts_with("::") }); if root_item && !want_engine { if let Some((r, _)) = ident(tail) { found.push((format!("crate::{r}"), n + 1)); } rest = &rest[i + prefix.len()..]; continue; } let (root, after) = if split { (String::new(), tail) } else { match ident(tail) { Some((r, a)) if a.starts_with("::") && !r.starts_with(char::is_uppercase) => { (r, &a[2..]) } _ => (String::new(), ""), } }; // Three sides, not two. An INSTRUMENT is neither: it is excluded from the // doorway being measured (1160 puts instruments at the top of the stack), and // an engine file naming one is not a reverse dependency either — every // instrument module is registered by `WorldPlugins`, so it travels *with* the // engine into the crate. let instrument = !split && INSTRUMENT_ROOTS.contains(&root.as_str()); let engine = split || (!instrument && ENGINE_ROOTS.contains(&root.as_str())); let keep = if want_engine { engine } else { !engine && !instrument }; if keep && !after.is_empty() { for tail in expand(after) { let full = if root.is_empty() { tail } else { format!("{root}::{tail}") }; let item = canon(&full); // A bare module name is not an item — `use benilla_world::interact;` // exists so the file can write `interact::WorldObject` below. Most of // these are caught structurally by `drop_module_paths`, but not the // ones whose member is only named where this scan does not look (a // `#[cfg(test)]` block, a macro body), so the parse drops them too. let bare_module = !item.contains("::") && !item.starts_with(char::is_uppercase); if !bare_module { found.push((item, n + 1)); } } } } rest = &rest[i + prefix.len()..]; } } depth += line.matches('{').count() as i32 - line.matches('}').count() as i32; if let Some(d) = test_at { if depth > d { test_open = true; } else if test_open || t.trim_end().ends_with(';') { test_at = None; test_open = false; } } } found } /// The file's lines, with a `use` statement whose brace group spans several physical lines /// joined into one. The scan is line-based, and [`expand`] given a `{` with nothing after it /// yielded nothing — so every member of such a group was invisible to both walls: nine imports /// in game files, twenty-one items counted nowhere, among them a 1164 CLOSE row and the twelve /// `terrain_stream::*` names `entities/wmo_props.rs` reaches for (decision 2338). Each joined /// line keeps its first physical line's number; a `//` comment inside the group is cut at the /// comment (a `use` statement has no string literal a `//` could sit in). fn logical_lines(text: &str) -> Vec<(usize, String)> { fn open(s: &str) -> i32 { s.matches('{').count() as i32 - s.matches('}').count() as i32 } fn strip_comment(s: &str) -> &str { s.find("//").map_or(s, |i| &s[..i]) } let mut out = Vec::new(); let mut lines = text.lines().enumerate(); while let Some((n, line)) = lines.next() { let t = line.trim_start(); let is_use = t.starts_with("use ") || (t.starts_with("pub") && t.contains(" use ") && !t.contains('=')); if is_use && open(strip_comment(line)) > 0 { let mut joined = strip_comment(line).trim_end().to_string(); let mut depth = open(&joined); for (_, next) in lines.by_ref() { let next = strip_comment(next); joined.push(' '); joined.push_str(next.trim()); depth += open(next); if depth <= 0 { break; } } out.push((n, joined)); } else { out.push((n, line.to_string())); } } out } fn is_ident(c: char) -> bool { c.is_alphanumeric() || c == '_' } /// The leading identifier of `s`, and what follows it. fn ident(s: &str) -> Option<(String, &str)> { let end = s.find(|c: char| !is_ident(c)).unwrap_or(s.len()); (end > 0).then(|| (s[..end].to_string(), &s[end..])) } /// The dotted tails a path fragment names — one, or every leaf of a `use` brace group. fn expand(s: &str) -> Vec { let s = s.trim_start(); if !s.starts_with('{') { let mut out = String::new(); let mut rest = s; while let Some((seg, after)) = ident(rest) { if !out.is_empty() { out.push_str("::"); } out.push_str(&seg); if !after.starts_with("::") { break; } let tail = &after[2..]; // `interact::{WorldClick, WorldRightClick}` — a group hanging off a path we have // already walked. Without this the walk stops dead at the brace and the whole group // collapses to the bare module path, which `drop_module_paths` then discards: every // item imported the ordinary Rust way was invisible to both walls. The brace arm // below only ever saw a group that began the path, which in real code it never does. if tail.trim_start().starts_with('{') { let head = out; return expand(tail) .into_iter() .map(|leaf| format!("{head}::{leaf}")) .collect(); } rest = tail; } return if out.is_empty() { vec![] } else { vec![out] }; } let mut depth = 0usize; let mut end = s.len(); for (i, c) in s.char_indices() { match c { '{' => depth += 1, '}' => { depth -= 1; if depth == 0 { end = i; break; } } _ => {} } } let mut out = Vec::new(); let mut depth = 0usize; for part in split_top(&s[1..end], &mut depth) { let part = part.trim(); let part = part.split(" as ").next().unwrap_or(part).trim(); if part.is_empty() || part == "self" { continue; } match part.find('{') { Some(b) => { let head = part[..b].trim_end_matches(':'); for leaf in expand(&part[b..]) { out.push(format!("{head}::{leaf}")); } } None => out.extend(expand(part)), } } out } /// Split on commas that are not inside a nested brace group. fn split_top<'a>(s: &'a str, depth: &mut usize) -> Vec<&'a str> { let (mut out, mut start) = (Vec::new(), 0); for (i, c) in s.char_indices() { match c { '{' => *depth += 1, '}' => *depth = depth.saturating_sub(1), ',' if *depth == 0 => { out.push(&s[start..i]); start = i + 1; } _ => {} } } out.push(&s[start..]); out } /// A path folded to the symbol it names: everything up to and including the first capitalised /// segment (a type), or the whole path when every segment is lowercase (a function). fn canon(path: &str) -> String { let mut out: Vec<&str> = Vec::new(); for seg in path.split("::") { out.push(seg); if seg.starts_with(char::is_uppercase) { break; } } out.join("::") } fn rs_files(dir: &Path) -> Vec { let mut out = Vec::new(); let mut stack = vec![dir.to_path_buf()]; while let Some(d) = stack.pop() { for e in std::fs::read_dir(&d).into_iter().flatten().flatten() { let p = e.path(); if p.is_dir() { stack.push(p); } else if p.extension().is_some_and(|x| x == "rs") { out.push(p); } } } out.sort(); out } fn render(items: &[(usize, &String)]) -> String { let mut v = items.to_vec(); v.sort_by(|a, b| b.0.cmp(&a.0).then(a.1.cmp(b.1))); v.iter() .map(|(n, k)| format!(" {n:3} file(s) {k}")) .collect::>() .join("\n") } /// A `use` group that spans lines counts every member — the blind spot 2338 closed. The /// comment inside the group is cut, and the closing line's `};` ends the statement. #[test] fn a_use_group_spanning_lines_counts_every_member() { let text = "use benilla_world::interact::{\n PickParts,\n ray_mesh_bounds, // a lead\n \ ray_posed_mesh,\n};\nfn f() {}\n"; let mut found: Vec = paths_in(text, true, true) .into_iter() .map(|(p, _)| p) .collect(); found.sort(); assert_eq!( found, [ "interact::PickParts", "interact::ray_mesh_bounds", "interact::ray_posed_mesh" ] ); }