Unreal II development flight recorder  2026-10-30

Last confirmed genuine progress
Retained run: out/dev-init/runs/20261030-221937-21570264.
The 131073-record CRC chain and routine snapshot validate: 1093743 observed
events, 962670 aggregated. Two native CreateWindowExW calls succeeded, followed
by continued file-backed loading. The final completed ReadFile returned TRUE
at guest 109074d3, SetFilePointer returned 0x6c560 at 109065a6, and _vsnwprintf
returned 12. There is no UGameEngine.Init record, Init-return checkpoint,
D3D record, fatal or abort. The final GAP reason 5 and exit 0xE04D0005 prove
instrumentation exhaustion, not a guest failure or completed initialization.
Passive reconstruction: tools/xrt/dev/inspect_third_run.py;
output: out/dev-init/third-run-analysis.json. Original evidence is unchanged.

Remaining full-record sources
SetFilePointer 32785 (includes terminal GAP); ReadFile 23824;
EnterCriticalSection 17984; LeaveCriticalSection 17984; _vsnwprintf 13842;
xrt_call_guest 7546; _CIpow 6144. These account for 120109 of 131073 records.

Implemented change
Development v5 rolls ALL events through 512 detailed records; API lists only
classify results. No cumulative development record ceiling remains. A fixed
5967984-byte CRC snapshot holds counts, first/last examples, failure statistics,
file byte counts/EOF, and overwritten/overflow accounting. Only the scalar
bytes-transferred output is read; file buffers are never copied by inference.
Milestones, fatal/gap/abort, first classified failures and first unknown/suspect
returns are durable. Exact import or guest-address selection preserves nested
detail in the existing stream, without the old development ceiling. Snapshots
flush every 16384 events and on completion/checkpoint/handled fatal paths.
Unknown outcomes are explicitly unclassified, never inferred successes.
Forced kills can lose pending history or tear a snapshot; observe reports that
uncertainty. Selected tracing may grow on disk; disk failures remain explicit.
Strict forensic v3 and its capacity limit are unchanged. Dispatch, adapters,
CPU/FPU save/restore, LastError, preemption, containment, deadline and the fixed
Init endpoint are unchanged. No supervisor, audit pipeline or new worker added.

Owned fixture results
21 tracing cases passed: out/dev-init/runs/20261030-222740-aca8553d/trace-results.json.
70003 real writes, seeks and reads, plus EOF and three failed reads, reached an
owned Init-return checkpoint: 420030 observed events, 6 durable records,
419518 ring overwrites, 70003 bytes read/written, one EOF, three failures.
Also passed: 200003 CRT calls; multithread counters; exact rolling ordinals;
selected names, addresses and nested payloads; 140003 selected records beyond
the old limit; first failure/fatal/unsupported preservation; unknown-return and
operation-table overflow accounting; ambiguous seek sentinel; orderly close;
checkpoint without close; abrupt termination; corrupt/truncated snapshot
rejection; sink failure; endpoint evidence rejection when checkpoint/report
is absent. Every event wrapper checks CPU bytes, LastError, exact 512-byte
FXSAVE state and direction flag. Forensic streams match baseline stable fields
and both pass the strict reader. No game objects are linked into these fixtures.
Seven existing launcher/containment cases also passed:
out/dev-init/runs/20261030-222735-1c873e2f.
Fresh hook installation matches the private runtime and is idempotent.

Built, not executed
out/dev-init/build/unreal2-dev.exe
out/dev-init/build/unreal2-dev.pdb
PE CodeView/PDB stream-1 GUID 62dbaaba-d5f5-4c7d-9646-781f2371f086, age 7 match.
Hashes: out/dev-init/build/pdb-match.json. Game-derived executions: ZERO.

Exact next development-run command (after authorization for that experiment)
From E:\Unreal2-Port-Investigation in PowerShell:
.venv/Scripts/python.exe -B -I tools/xrt/dev/dev.py run --authorize-init --trace-profile development --question "Does UGameEngine::Init return?" --change "Use the bounded development flight recorder; preserve the fixed Init-return endpoint" --timeout 60

The command is supplied, not executed. It stops at the existing endpoint before
0x1090ED5C, first fatal/unsupported operation or deadline. Successful Init requires
exit 10, the structured dev_init_return event and a validated dev.Init.return
checkpoint. Owned fixtures and ordinary close do not establish game Init return.
