D243 M-168: render_pos freeze -- 2 crashes fixed, stable but incomplete

Extended M-167's freeze technique to render_pos (Bond's own draw
position), aiming at the model-duplication symptom M-167 didn't fix.
Two live crashes along the way, both from the same root cause: model
pointers get reused by the allocator across different logical model
instances, so any attempt to skip subcalcmatrices() based on inspecting
render_pos's value or caching pointer identity can be fooled into
treating a brand-new, uninitialized instance as already-validated --
leaving render_pos at its fresh tombstone value for a later consumer
(sub_GAME_7F06C768, computing zDepth) to crash on.

Fixed by never skipping subcalcmatrices() at all -- it always runs now,
guaranteeing render_pos is never left invalid regardless of model
lifecycle. The freeze is purely a contents copy on top of a
now-guaranteed-valid buffer. Live-playtest stable (no crash, full
session).

But the result is informative-negative: freezing unconditionally also
suppresses the LEGITIMATE per-shot camera/model repositioning
(AI_TRYTeleportingChrToPad moves Bond between several distinct shots
during the cutscene), not just the illegitimate intra-shot cycling --
so the camera now looks the wrong direction for later shots and Bond
still appears stuck. Both GE_D243X3/GE_D243X4 remain diagnostic
experiments, not real fixes. Documented two next-step candidates
(delta-threshold re-baseline, or hooking the teleport call directly)
for distinguishing legitimate repositioning from the cycling bug.

porting-notes.md gets the generalized lesson: freezing a value and
freezing a pointer target are different operations -- the latter needs
the call that keeps the pointer valid to always run, with the freeze
applied to contents afterward, not to whether the call happens.
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James Dansereau committed 2026-09-17 13:43:08 -04:00
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@@ -1150,6 +1150,8 @@ produce the same visual symptom but need opposite fixes.
**Update (same D243 investigation, later in the same project's life): fixing the field you found the bug in doesn't mean you've fixed what's rendered — check which field the CONSUMER actually reads.** Having found `chrTick` overwrites `prop->pos`, two live-playtest cycles were spent neutralizing exactly that overwrite (save/restore `prop->pos` around `chrTick`) — it worked completely (confirmed in logs: the field went smooth) and yet the visible symptom (camera shake) was completely unchanged. The reason: the camera's look-at filter doesn't read `prop->pos` at all — it reads `field_488.pos`, a *different* field written from a *different* data path (`render_pos`, the model's animated-skeleton transform, computed independently of `prop->pos` inside the same function). Both fields happened to show the same "period-4 cycling" symptom, which made them look like one bug through a probe that only logged `prop->pos` — they were two independent outputs of the same underlying animation-tick call, and only one of them was what actually got rendered. **The generalizable check, sharpened:** once you've confirmed a field is being overwritten, don't assume that field is what the visible symptom's consumer (a camera filter, a draw call, a collision check) actually reads — trace the consumer's own read site explicitly and confirm it's the same field before spending a live-test cycle suppressing the wrong one. A quick static check (grep the consumer's exact read expression) is far cheaper than a live playtest.
**Update 2 (same investigation, immediately after): freezing a *value* and freezing a *pointer target* are different operations — treating them the same crashed twice.** Extending the same freeze technique to `render_pos` (a `Model*` field, unlike `field_488.pos` a plain value) by skipping the call that reassigns it (`subcalcmatrices`) seemed equivalent to M-167's "skip the write" but wasn't: `render_pos` is a pointer into a per-tick dynamically-reallocated arena, and skipping its reassignment only works if the pointer it's left holding is still valid — which depends on model lifecycle, not just on this tick's logic. Two fixes in a row tried to detect "is it safe to skip" by inspecting either the pointer's *value* (a sentinel check, `!= NULL && != -1`) or a *cached identity* (comparing the pointer against a remembered "already validated" pointer) — both crashed, because **the allocator reuses model-pointer addresses across genuinely different logical model instances**: a freshly-`CREATE`d model can land at the exact address a previously-removed model occupied, so both the sentinel check and the identity check wrongly conclude "this is already valid" for an instance whose `render_pos` is still an uninitialized tombstone. This is the same "don't guess validity from a value that can coincidentally look right" trap as the paragraph above, encountered a second time from a different angle (a *pointer's* target identity, not a *field's* content). **The robust fix:** never skip the call that establishes the pointer's validity — let it always run — and apply the freeze as a *contents* copy afterward, on top of a buffer that's now unconditionally guaranteed valid. If you must "hold something steady" and that something is reached through a pointer that some other code reassigns, freeze the *pointee's bytes*, not the *act of assignment* — the assignment is usually also the thing keeping the pointer sane.
## E. Process / method notes
- Investigation loop is: reproduce → env-gated capped probe → root-cause