ecd87ac96d
Phase 0 of the handoff plan, as a marketplace rather than a flat skills/ directory. Content moved out of the LyraResearch archive and depersonalised: addresses stay in the archive, recipes ship. - plugins/ue-design-skills: 17 skills, 232 failure-mode entries, each with the six required fields; catalog.json as the harness-neutral source of truth and .claude-plugin/ as one adapter over it. - _gate: 16 rules, one poisoned fixture per rule, plus surface coverage so a declared file cannot silently miss the line rules. - ADR-0002 (harness-neutral bundle behind a marketplace) and ADR-0003 (split licensing: CC BY-ND 4.0 prose, Apache-2.0 code and metadata). - LICENSE files at both levels, CONTRIBUTING.md, docs/licensing-options.md as the material the licence decision grew from. Verified: gate.py 0 violations; test_gate.py 16/16 rules redden on their fixtures with a clean baseline and 2 root files reaching the line rules. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
390 lines
16 KiB
Markdown
390 lines
16 KiB
Markdown
# Failure modes: asset loading and CPU memory
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Ten ways a project loads more than it meant to, keeps it forever, and reports
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nothing.
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The shared property here is different from the other skills in this bundle, and
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it is worth stating because it changes what the recipes look like: **memory
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defects are not events.** There is no moment at which something goes wrong. An
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asset is loaded because a reference exists; it stays because a reference still
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exists. Both are correct behaviour at every instant, and the failure is a
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property of an aggregate that no single frame contains.
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That has two consequences for detection. First, **counting is the primary
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instrument** — call sites, unload paths, packages in a closure. Second, a count of
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**zero** is often the finding: no release API, no unload call, no bundle tag.
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Several recipes below are therefore searches you expect to come back empty, and
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the empty result is the evidence rather than the absence of it.
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Recipes use `rg` from a project source root, and were executed against the
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audited project while this file was written.
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---
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## References
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### AL-01 - A reference type chosen by convenience, costing three orders of magnitude
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**Mechanism.** A definition holds hard references to the things it selects — a
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class, a data asset, a package of capabilities — because hard references are
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simpler and always resolve. Loading the definition therefore loads its entire
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transitive closure.
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**Why it is silent.** Everything works, immediately and correctly. Hard
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references never fail, never arrive late and never need a fallback. The cost is
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paid once, at load, in a place nobody attributes to this asset.
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**Why the obvious check misses it.** Reviewing the definition shows a handful of
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properties — five or six references, all necessary. The cost is not the direct
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count but the closure, and the closure lives in assets this file never mentions.
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Nothing at the declaration hints at its size.
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**Symptom.** A boot or transition hitch attributed to "the level" or "shaders".
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In the audited reference the same architectural family ranged from **two**
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packages when addressing by identifier to **over a thousand** when holding a hard
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chain — a difference produced entirely by reference type.
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**Detect.** Direct counts are not the measurement; build the closure. From
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source you can only find the candidates:
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```bash
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rg -n "TObjectPtr<|TSubclassOf<" --glob "*.h" . | rg -i "definition|data|archetype"
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rg -n "TSoftObjectPtr<|TSoftClassPtr<" --glob "*.h" . | rg -i "definition|data"
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```
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Then, from the editor or a registry dump, compute the transitive hard closure per
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definition and rank by size. **Compare each against its architectural layer**: a
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catalog entry with a large closure is the finding; an archetype with one may be
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correct and budgeted.
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**Guardrail.** Write the intended reference type into the property metadata and
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validate it. Re-measure the closure of every archetype-level definition when it
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changes; a closure without a recorded baseline cannot be reviewed.
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---
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### AL-02 - A bundle name that no property uses
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**Mechanism.** A bundle tier is declared as a constant and requested at load time
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alongside the role bundles. No property in the codebase is annotated with it.
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**Why it is silent.** Requesting a bundle that matches nothing is not an error.
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The load succeeds, the other bundles arrive, and the tier appears to be part of
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the loading strategy.
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**Why the obvious check misses it.** The constant is declared, referenced at the
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request site, and named meaningfully. "Is this bundle used?" answers yes at two
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places. The absent half is the **annotation**, and nothing connects a request to
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the properties it is meant to gather.
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**Symptom.** No runtime symptom at all. The cost is a false model: the team
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believes there is an equipped-content tier, plans around it, and the loading
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strategy has one fewer dimension than it appears to.
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**Detect.** Compare declared bundle names against annotated ones:
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```bash
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rg -n "AssetBundles=\"[^\"]*\"" --glob "*.h" . -o | sed 's/.*AssetBundles=//' | sort -u
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rg -n "BundlesToLoad.Add|LoadStateClient|LoadStateServer|FName\(TEXT\(\"" --glob "*.cpp" . \
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| rg -i "bundle"
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```
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Any name in the second list and not the first is requested and unpopulated. In
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the audited project one such tier is requested on every load regardless of net
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mode, and appears in no annotation in the entire source tree.
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**Guardrail.** Assert at startup that every requested bundle name matches at
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least one annotated property, or remove the tier. A bundle nobody fills is a
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plan, not a mechanism.
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---
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## Startup
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### AL-03 - Progress scaffolding where every layer is independently broken
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**Mechanism.** A startup framework reports per-job progress. Three things must
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work: the job must hand back a load handle, a throttle must permit an update, and
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a receiver must render it.
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**Why it is silent.** A progress bar that does not move looks like a fast load or
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a coarse-grained one. There is no error state for "progress was never reported",
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and the framework's logs still print per-job timings, so it looks instrumented.
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**Why the obvious check misses it.** Each layer is individually plausible. The
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macro compiles and runs the job. The throttle has a sensible-looking comparison.
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The receiver is a real function with a real name. Only reading all three together
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shows that the handle is never assigned, the comparison can never be true, and
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the receiver's body is a comment.
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**Symptom.** No visible progress during startup, so the slowest job is unknown.
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The team optimizes what it guesses rather than what it measured.
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**Detect.** Check the three layers separately, and expect each to look fine:
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```bash
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# 1. does anything assign the out-parameter handle?
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rg -n -B4 -A8 "TSharedPtr<FStreamableHandle>& \w+" --glob "*.h" --glob "*.cpp" .
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# 2. is the throttle comparison the right way round?
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rg -n -B2 -A6 "LastUpdate|LastReport" --glob "*.h" --glob "*.cpp" .
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# 3. does the receiver have a body?
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rg -n -A4 "UpdateInitial\w*Percent|::UpdateProgress" --glob "*.cpp" .
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```
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In the audited project the throttle reads `LastUpdate - Now > interval`, where
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the elapsed value is monotonically increasing and the stored value starts at
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zero — so the difference is never positive and the branch is unreachable.
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**Guardrail.** Test that progress fires at all before trusting it. A callback
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that has never been observed to run is indistinguishable from one that cannot.
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---
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### AL-04 - Global data with soft references and no bundle tags
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**Mechanism.** A globally-loaded data asset holds soft class pointers to effects
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or classes used across the game. The asset is loaded at startup; its soft targets
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are not, because nothing tags them into a bundle.
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**Why it is silent.** The pointers resolve on demand and everything works. The
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first resolution is a synchronous load, and it lands in whatever frame first
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needs it — commonly the first damage event, which is already a busy frame.
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**Why the obvious check misses it.** The asset is loaded at startup, which
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answers "is the global data preloaded?" with yes. Whether its *contents* are
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preloaded is a different question, decided by annotations that are absent — and
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absent annotations look exactly like properties that do not need them.
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**Symptom.** A hitch at first damage, first dynamic tag, or first use of any
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global class. Reproduces once per session, which makes it easy to dismiss.
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**Detect.** Find globally-loaded data assets and check their soft properties for
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tags:
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```bash
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rg -n -A20 "class \w*GameData" --glob "*.h" . | rg "TSoftClassPtr|TSoftObjectPtr|AssetBundles"
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```
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Soft properties with no bundle annotation on a startup-loaded asset is the
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finding. Then find where they first resolve:
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```bash
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rg -n "GetSubclass\(|GetAsset\(" --glob "*.cpp" . | rg -i "gamedata"
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```
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**Guardrail.** Tag them and load them with the mode. A soft reference on a global
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asset without a bundle is a deferred synchronous load with an unpredictable
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trigger.
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---
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## Retention
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### AL-05 - A keep-in-memory pool with no way out
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**Mechanism.** A convenience loader resolves a soft pointer, and adds the result
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to a reflected set so it stays alive. The keep-in-memory parameter **defaults to
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true**. No removal API exists.
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**Why it is silent.** It is a cache doing its job. Every call is faster than the
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last, nothing is ever missing, and the set has no size at which it complains.
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**Why the obvious check misses it.** The parameter is visible in the signature
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and reads as a considered choice — which it is, at the declaration. At every call
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site it is invisible, because it is defaulted. Reviewing a call shows a load; the
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retention is in the default argument of a function in another file.
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**Symptom.** Residency that only grows across a session, unaffected by mode
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changes, map travel or anything else. Because the growth is monotonic and
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attributable to nothing, it is usually first noticed as "we are over budget"
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rather than as a leak.
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**Detect.** Count additions against removals, and read the default:
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```bash
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rg -n "LoadedAssets|KeptAssets|RetainedAssets" --glob "*.h" --glob "*.cpp" .
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rg -n "bKeepInMemory" --glob "*.h" . | head
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```
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In the audited project the set is added to at one site, read at two — both inside
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a dump command — and **never removed from anywhere**, with the flag defaulting to
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true and no call site in the project passing false.
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**Guardrail.** Default to false, or make the flag explicit at every call site.
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Ship a paired release API and a console command that prints the set's size. A
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cache without an eviction policy is a leak with a nicer name.
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---
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### AL-06 - Strong keys pin graphs; raw keys lose them
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**Mechanism.** Two opposite errors in the same area. A map keyed by a **strong
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object pointer** keeps its key alive, so one missed unregister pins an actor and
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everything it owns. A map holding object pointers inside a **non-reflected**
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struct is invisible to garbage collection, so the values can be collected while
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still referenced.
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**Why it is silent.** The first has no symptom until memory is measured — the
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actor is dead in gameplay terms and alive in memory. The second has no symptom
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until collection happens to run at the wrong moment, which is rare and
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non-deterministic.
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**Why the obvious check misses it.** Both look like ordinary containers. The
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difference between a reflected and a non-reflected struct is one macro, and the
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difference between a strong and a weak key is one wrapper type. Neither reads as
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a memory decision at the declaration site.
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**Symptom.** Actors that never disappear from a memory report, or — from the
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other error — a crash on a pointer that was valid a moment ago. Both are usually
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investigated far from the container.
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**Detect.** Audit direction as well as presence:
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```bash
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# strong keys
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rg -n "TMap<TObjectPtr<\w+>|TMap<A\w+\*" --glob "*.h" .
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# object pointers outside the reflection system
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rg -n -B6 "TArray<U\w+\*>|U\w+\* \w+;" --glob "*.h" . | rg -v "UPROPERTY"
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```
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Both patterns appearing in one codebase is common and is worth stating plainly in
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a review: they are not variants of one mistake, they are opposite mistakes, and a
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fix for one does not address the other.
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**Guardrail.** Prefer object keys with explicitly-owned values plus a periodic
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prune. Every object pointer that must survive collection is reflected; every one
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that must not is weak. There is no third category.
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---
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### AL-07 - No unload path anywhere
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**Mechanism.** Content is loaded per mode through bundles. Nothing releases it —
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no unload call, no bundle removal, no explicit collection request.
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**Why it is silent.** For a session-based game with a process restart between
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matches, it is correct and cheap. The absence only becomes a defect when modes
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change within one process, which is a product decision made later.
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**Why the obvious check misses it.** There is nothing to see. Reviewing the
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loading code finds a complete, well-built loading path; the absence of a
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symmetric release path is not a line anyone reads. The authors of the audited
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project recorded it themselves, in comments, and shipped it.
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**Symptom.** Memory that never returns to baseline across mode changes. The first
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mode's content is resident for the whole session alongside the second's.
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**Detect.** One command, and the expected answer is a row of zeros:
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```bash
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for p in UnloadPrimaryAsset bRemoveAllBundles CollectGarbage FlushAsyncLoading TrimMemory; do
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printf "%-24s %s\n" "$p" "$(rg -c "$p" --glob '*.cpp' --glob '*.h' . | wc -l)"
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done
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```
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In the audited project every one of those is **zero**. That table is the finding,
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and it takes ten seconds to produce in any project.
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**Guardrail.** Either implement release, or write down that mode changes require
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map travel. An undefined middle is what grows.
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---
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## Failure handling
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### AL-08 - Cancellation bound to the completion callback
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**Mechanism.** An asynchronous load binds a completion delegate, and binds the
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**same** delegate to cancellation.
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**Why it is silent.** Cancellation is rare — it needs a mode change or a world
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teardown mid-load. When it does happen, the system reports success and proceeds,
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and every downstream consumer of a missing asset fails silently in its own way.
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**Why the obvious check misses it.** Both delegates are bound, which is more
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than most code does. The lambda is short and reads as deliberate. Nothing
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distinguishes "handle cancellation" from "handle cancellation *correctly*" at the
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binding site.
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**Symptom.** A mode reports loaded with partially loaded content. Downstream,
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unloaded classes resolve to null and are skipped without logging, so the result
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is a mode missing several features and no diagnostic anywhere.
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**Detect.** Compare the two bindings:
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```bash
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rg -n -B6 -A6 "BindCancelDelegate" --glob "*.cpp" .
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```
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If the cancel lambda executes the completion delegate, that is this defect. In
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the audited project it does, in three lines, immediately below the completion
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binding.
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**Guardrail.** Cancellation enters a distinct state — failed, or cancelled — that
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the loading screen and the consumers can observe. Success is a claim; make it
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provable.
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---
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### AL-09 - An asynchronous result that is never read
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**Mechanism.** A plugin or asset load completes with a result parameter carrying
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success or failure. The callback decrements a counter and ignores the parameter.
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**Why it is silent.** The counter reaches zero either way, so the pipeline
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completes. A failed load is indistinguishable from a successful one at every
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point downstream.
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**Why the obvious check misses it.** The callback has the right signature and is
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bound correctly. An unused parameter in a delegate signature produces no warning,
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because the signature is imposed by the API rather than chosen.
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**Symptom.** A feature that silently does not activate, in a build where one of
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its assets failed to load. The failure is attributed to the feature.
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**Detect.** Find completion callbacks whose result parameter is unused:
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```bash
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rg -n -A8 "::On\w*LoadComplete\(const \w+::\w+& Result\)" --glob "*.cpp" . \
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| rg -c "Result"
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```
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A count of one — the signature only — is the finding.
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**Guardrail.** Read the result, log the failure with the identifier that failed,
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and enter a failed state. An ignored result is a decision to be surprised later.
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---
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## Measurement
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### AL-10 - Measuring residency in the editor
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**Mechanism.** The editor loads both client and server bundles, because it must
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be able to run either role.
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**Why it is silent.** The measurement completes and produces a number. The number
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is real; it just describes a configuration that ships to nobody.
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**Why the obvious check misses it.** It is intentional and correct — nothing to
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find in the memory system. The inflating condition is a boolean expression in the
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bundle-selection code, and nobody profiling memory reads the loading policy.
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**Symptom.** Memory budgets built on editor numbers, wrong in a direction that
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feels safe until a platform limit is real.
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**Detect.** Read the bundle-selection condition before trusting any in-editor
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number:
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```bash
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rg -n -B2 -A6 "bLoadClient|bLoadServer|LoadStateClient" --glob "*.cpp" . | rg "GIsEditor"
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```
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An editor branch that unions both sets means editor residency is directional
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only. The audited project does this in two places, and one of them carries a
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comment from its authors noting the resulting hitching.
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**Guardrail.** Residency numbers require a packaged build of the target role. Use
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the editor for relative structural comparison, and say so whenever an in-editor
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number is quoted.
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