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MobileGL/docs/Disaggregated/notes/p5e/KIMI-DEVICE-VERIFY.md
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swung0x48 aba329cc53 [Docs] (Disaggregated): P6's plan and contract draft; the working notes move from a local directory into the repository
Two things land together: the plan and contract draft P6 needs before it starts, and the
working notes that until now existed on exactly one machine.

1. P6's plan and contract draft (neither started; not one line of code)

     docs/Disaggregated/P6-SPAWN-PLAN.md      the package plan
     docs/Disaggregated/P6-CONTRACT-DRAFT.md  the contract draft (moves to
                                              MG_Remote/CONTRACT-P6.md when c6 lands)

   The three findings that mattered, all written into the documents:

   a. P6 is SMALLER than its roadmap cell suggests. The transport primitives are already in
      the tree and already tested: SocketDoorbell including hangup detection and the two
      lost-wakeup fences (Doorbell.cpp:211-360, four cases in FdPassingTest), SCM_RIGHTS fd
      passing, ShmSegment::Adopt, and the SurfaceOp / WindowKind schema already defined in
      protocol.fbs. inproc uses a real second shm mapping rather than an alias, and
      SessionRings.h:22-28 says that was done so today is not the first time it runs. P6 is
      assembly plus a control plane plus a process, not "write a socket transport".

   b. The evidence for "P6 is only a transport swap" has EXPIRED. It was bought by P5c, whose
      audit found 59 direct memory accesses in a tree that already looked clean. P5e changed
      the tree again. So the first package, a6, is a read-only audit that writes no code, and
      every contract row that depends on it is marked PENDING a6 rather than decided in
      advance.

   c. P6 does not get a game running on the phone. ANativeWindow* is meaningless in the child,
      and protocol.fbs:186-196's own comment says Android transfers the window out of band -
      that band is P12. P6 lands pbuffer / surfaceless / offscreen, which is what HeadlessGL,
      the split-equivalent lane and trace replay need, and which is exactly what P6's own exit
      gate measures. A real window reaching the server is a named refusal. This gets its own
      section because "P6 is done" would otherwise read as "the game runs now".

   The contract adds rule G: a role may not name a process-local handle. It extends P5c's
   rule E (a role may not name the other role's memory) from memory to identity - EGLDisplay /
   EGLSurface / EGLContext / ANativeWindow* / fd number / pid / mapped address either cross as
   a token this contract defines or they do not cross, and a descriptor crosses only through
   SCM_RIGHTS, where the kernel renumbers it.

   What P5e left for P6 gets its own section. The latch semantics are already designed
   (ARCHITECTURE.md:504) and are copied unchanged. What is new is that after run-ahead the
   client no longer waits while the peer process can DIE: the client holds records that were
   published and will never be applied, and Android's freezer suspends the child without
   closing anything. So slow and dead must be distinguishable WITHOUT a timeout threshold.
   That is P6's only new design; everything else is carriage. It shares a predicate with E1's
   outstanding re-specification (ID-122), and the two should be designed together.

   Two gates carried over from P5e's lessons: G2 requires integration-spawn's test-name set to
   match integration-split's name for name, because a differing set means the lane is quietly
   running less; and the arm-proof gate requires every entry to record the child pid and
   transport=spawn in its OWN private log - ID-124 established that this kind of false green
   really happens, and a spawn lane that actually ran monolith would pass every other gate.
   S2's shape must be settled before it is written, and the document says why: E1 is the
   cautionary case.

2. The working notes move into the repository (docs/Disaggregated/notes/, 415 .md files)

   ROADMAP / CURRENT_STAGE_PROGRESS / MEASUREMENTS cite ruling numbers, audit line numbers and
   the provenance of gate figures from ~/w7/notes/, a directory that exists on one machine and
   is under no version control. A record cited hundreds of times that lives only locally is not
   a record, so it moves in whole, with its directory structure intact.

   Only .md moves. Scripts, run logs, census and gate result JSON, patches, APKs and nm dumps
   stay where they are: they are evidence DATA rather than documents - large, regenerated per
   run, and mostly carrying absolute paths and device serials that mean something only on the
   machine that produced them. The mapping and this split are written in
   docs/Disaggregated/notes/README.md.

   Two exceptions are recorded there too: P6's BRIEF has been promoted to a first-class
   document and keeps no copy under notes/, so the two cannot drift apart; and recovered/ holds
   material salvaged from failed workflow runs, which may duplicate the like-named phase
   directories and is kept because a few of those were the only complete version at the time.

   CI's citation lint takes docs/Disaggregated/*.md only (non-recursive), and notes/ is
   deliberately outside it: those notes' file:line citations were written against their own
   code heads, and resolving them against today's HEAD would fail wholesale - which is not an
   error, it is their correct state as a historical record. To check one, use the revision it
   declares (--rev).

3. Inconsistencies fixed in passing

   - README.md's status line still said P5e was in progress while the stage table already said
     closed.
   - CURRENT_STAGE_PROGRESS's next-step item 1 still listed the exit gate as pending, though
     (a) and (b) were run in the previous commit; rewritten to closed plus the one item that
     actually remains (E1).
   - ROADMAP's P6 row still had the pre-phase plan in three of its cells; it now carries the
     package order, the scope boundary and the two new gates.

Checked with check_doc_citations.py: 125 citations across docs/Disaggregated/*.md, 0 problems.
2026-09-18 23:31:39 -04:00

7.1 KiB

Device verification brief (Kimi): build FCL with the P5e MobileGL and prove it still runs

You are verifying a rendering-library change on a real Android phone. The change under test is MobileGL at commit 44f91c74 on branch feat/disaggregated: a large refactor (about 9,800 lines) that stops the rendering backend from reading the GL frontend's live objects and makes it read the pushed record stream instead. The threading is UNCHANGED by it — the split still runs lockstep — so the question this run answers is "did the refactor break rendering?", not "is it faster". Build the launcher, install it, run the game, and report what actually happened. Do not change any source file — if something does not build or does not run, report it precisely; fixing it is not your job.

The one hard rule about hardware

The only device you may touch is the Redmi with serial 2f7cbe2e. Every adb command must carry -s 2f7cbe2e. Never run a bare adb command that could pick another device, never adb disconnect/kill-server, never reboot, never factory-reset anything. The phone is rooted: adb -s 2f7cbe2e shell su -c '<cmd>' works when you need root (you need it only for the fan and the thermal/clock reads below).

1. Build

Windows, Git Bash. The launcher repo is C:/Users/geekerwan/AndroidStudioProjects/FoldCraftLauncher; its settings.gradle.kts already points the :MobileGL subproject at the worktree MobileGL-disagg, which holds the change under test. Do not modify either.

cd /c/Users/geekerwan/AndroidStudioProjects/FoldCraftLauncher
export JAVA_HOME="C:/Program Files/Java/jdk-21"
export JAVA_TOOL_OPTIONS='-Djdk.net.unixdomain.tmpdir=C:\Users\geekerwan\.gradle\uds'
./gradlew.bat :FCL:assembleFordebug -Pmobilegl.buildDisaggregated=ON -Pmobilegl.buildDisaggregatedInproc=ON -Pmobilegl.pipePush=ON --console=plain
  • JAVA_TOOL_OPTIONS is not optional: without it every gradle invocation dies with Unable to establish loopback connection.
  • The three -P flags are what select the split (disaggregated) build of the native library. A build without them is not the thing under test.
  • Expect ~1-3 minutes and BUILD SUCCESSFUL. If it fails with Could not move temporary workspace ... transforms, that is a known flaky gradle cache error — run the same command again once. Any other failure: capture the first 40 lines of the error (especially any error: line naming a .cpp/.h file) and STOP; report it.
  • Output: FCL/build/outputs/apk/fordebug/FCL-fordebug-1.3.3.2-all.apk (~717 MB). Record its timestamp and confirm it is newer than when you started.

2. Install

adb -s 2f7cbe2e install -r /c/Users/geekerwan/AndroidStudioProjects/FoldCraftLauncher/FCL/build/outputs/apk/fordebug/FCL-fordebug-1.3.3.2-all.apk

Expect Success. Confirm with adb -s 2f7cbe2e shell "dumpsys package com.tungsten.fcl.mgdebug.debug | grep lastUpdateTime".

3. Prepare the run

# split (the thing under test):
adb -s 2f7cbe2e shell "echo inproc > /sdcard/FCL/mg_transport.txt"
adb -s 2f7cbe2e shell "rm -f /sdcard/FCL/mg_env.txt"          # no extra env for the first run
# fan on so nothing thermal-throttles, and keep the screen awake:
adb -s 2f7cbe2e shell "su -c 'echo 2 > /sys/class/xm_power/hw_monitor/pwm_fan/target_level'"
adb -s 2f7cbe2e shell input keyevent KEYCODE_WAKEUP
adb -s 2f7cbe2e shell input keyevent 82
adb -s 2f7cbe2e shell svc power stayon true
adb -s 2f7cbe2e logcat -c

/sdcard/FCL/mg_transport.txt selects the transport at launch: inproc = the split build under test, monolith = the single-threaded control.

4. Run and watch

Start a background log capture, then launch. The app counts down ~5 s and auto-launches Minecraft 26.3-rc-3 into the world test; the world takes 1-3 minutes to load.

adb -s 2f7cbe2e logcat -v time -s MobileGL:I > /c/.../kimi-run-inproc.log 2>&1 &
adb -s 2f7cbe2e shell am start -n com.tungsten.fcl.mgdebug.debug/com.tungsten.fcl.activity.SplashActivity

The in-world signal is the renderer's own periodic line in that log:

MGPipe stats: frames=<N> window=120 draws=<M> draws/f=<D> ...

The game is genuinely rendering the world once three consecutive lines show draws/f above ~400 (a menu draws a handful; the world draws ~850). frames= must keep climbing.

Once in-world, let it run 60 seconds, then collect:

  • fps: from two MGPipe stats: lines ~30 s apart — (frames2 - frames1) / (seconds between their timestamps). Report the number and the two lines you computed it from.
  • a screenshot: adb -s 2f7cbe2e exec-out screencap -p > /c/.../kimi-inproc.png, then look at it and say in one sentence what is on screen (a Minecraft world? a black screen? a menu?).
  • liveness: adb -s 2f7cbe2e shell pidof com.tungsten.fcl.mgdebug.debug must still print a pid.
  • the failure scan: search the whole captured log for Fatal{, FATAL, abort, SIGSEGV, SIGABRT, RoleViolation, UnmigratedPipeInput, UnmigratedVerb, ProtocolCorruption. Also adb -s 2f7cbe2e logcat -d -b crash -v time | tail -40. Quote verbatim anything you find — one of these lines is the single most important thing you can bring back. Note: two lines are EXPECTED and harmless, ignore them: Failed to load EGL function: eglSwapBuffersWithDamageEXT and ... eglUnlockSurfaceKHR.

Then stop it: adb -s 2f7cbe2e shell am force-stop com.tungsten.fcl.mgdebug.debug.

5. The control run

Repeat section 3-4 with echo monolith > /sdcard/FCL/mg_transport.txt and a separate log file (kimi-run-monolith.log, kimi-monolith.png). This is the same library running single-threaded: it tells us whether anything you saw in the split run is specific to the change or true of both.

6. Restore the device

adb -s 2f7cbe2e shell am force-stop com.tungsten.fcl.mgdebug.debug
adb -s 2f7cbe2e shell "su -c 'echo 0 > /sys/class/xm_power/hw_monitor/pwm_fan/target_level'"
adb -s 2f7cbe2e shell svc power stayon false
adb -s 2f7cbe2e shell "echo monolith > /sdcard/FCL/mg_transport.txt"

7. The report

Write it to the path given at the end of this brief BEFORE your final message, then answer with two lines: the report path and a one-word verdict (PASS / FAIL / BLOCKED).

The report must contain, in this order:

  1. Verdict, one line: does the split build run the game normally? PASS only if it reached the world, kept rendering for 60 s, showed no Fatal/crash, and the screenshot shows the world.
  2. Build: the command you ran, BUILD SUCCESSFUL or the error, the APK timestamp, whether you had to retry.
  3. Split run: time to in-world, the fps you computed and the two lines behind it, the screenshot description, pid alive yes/no, and the failure scan (verbatim quotes or "none found").
  4. Monolith run: the same four items.
  5. A short comparison: split fps vs monolith fps, and anything that differed between the two runs.
  6. Anything unexpected you saw and did not understand — describe it rather than explaining it away.

Do not edit source files, do not commit anything, do not push, do not touch any other device or any other repository. If a step cannot be completed, say which step and why, and continue with the steps that do not depend on it.