Fix unbounded sea-level sinking on long runs

Reported after a real long-running world (elapsedMy ~1340) showed seaLevel
drifted to -2900m, with "land" at -2000m next to "ocean" at -4000m.

Root cause: adjustSeaLevel()'s geographic land target (elevation above
seaLevel, fixed 30%) and advect()'s crust-type land conservation
(targetLand/landBand, held near whatever Phase-1 forming settled at for
that seed) are two independent notions of "land" that aren't guaranteed to
agree -- this seed's continental crust settled at only ~26%. With genuine
land structurally short of the target, the controller had no lower bound
and kept sinking seaLevel to misclassify progressively older, deeper
oceanic crust as land -- and since that crust keeps ageing and deepening
even at a fixed seaLevel, it was chasing a moving target with no way to
ever settle.

Added seaLevelMin/seaLevelMax config fields (default +-3000m) that clamp
adjustSeaLevel()'s candidate nudge, so a world that can't reach the target
land fraction settles at a plausible offset instead of an unbounded one.
New test_sealevel.cpp reproduces the pathology with a continuous elevation
distribution (not a synthetic cliff) and confirms the controller still
engages but never crosses either bound.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TMfyZv91tonDnPJqbaTVJE
This commit is contained in:
Jonas Reith 2026-08-31 19:41:25 +02:00
parent e24326b735
commit 69f3aa2d22
6 changed files with 164 additions and 4 deletions

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@ -552,6 +552,38 @@ on the Live World clock). **Steps 17 of the roadmap are done (plus a derived
`src/sim` (`Planet.hpp`, `PlanetIO.cpp`) + `src/render` (`Viewer.{hpp,cpp}`, `ViewerInput.cpp`, `src/sim` (`Planet.hpp`, `PlanetIO.cpp`) + `src/render` (`Viewer.{hpp,cpp}`, `ViewerInput.cpp`,
`ViewerRender.cpp`, `Toolbar.cpp`, new `MainMenu.{hpp,cpp}`); `.gitignore`'s `planet.save` line `ViewerRender.cpp`, `Toolbar.cpp`, new `MainMenu.{hpp,cpp}`); `.gitignore`'s `planet.save` line
became `*.save`. became `*.save`.
- **Bugfix: sea level could sink without limit on a long run (`seaLevel` at -2900 m after ~1340 My,
"land" cells sitting at -2000 m next to "ocean" at -4000 m)** *(done — see `Planet::adjustSeaLevel()`,
`src/sim/PlanetErosion.cpp`)* — reported after a real long-running world. Root cause: two
independent notions of "land" (documented since Phase 2 inc. 2, see the Architecture section) drift
apart on a long run. `adjustSeaLevel()`'s **geographic** target (`landFractionTarget`, elevation
above `seaLevel`) is a fixed 30%, but the **crust-type** land conservation in `advect()`
(`targetLand`/`landBand`, Phase 2 inc. 1.5) only holds continental crust area near whatever
Phase-1 forming happened to settle at for that seed — nothing guarantees the two agree (this
world's crust settled at ~26%). With genuine continental land structurally short of the 30%
target, `adjustSeaLevel()` had **no lower bound**: every check found the error still outside the
deadband and kept nudging `seaLevel` down by `seaLevelStep`, misclassifying progressively older,
deeper **oceanic** crust as "geographic land" to make up the shortfall. Because oceanic crust keeps
*aging and deepening* (`oceanicBase(age)`, seafloor subsidence) even at a fixed `seaLevel`, cells
counted as land kept sinking out of range under the controller — a moving target with no floor, so
it never reached equilibrium and just kept sinking, confirmed on the user's save (`cfg.seaLevel`
-2900 m, continental crust only 26.2% of cells vs. 30% target, 9.4% of "geographic land" was
actually aging oceanic crust). Fixed with two new hard bounds, **`seaLevelMin`** (-3000 m) /
**`seaLevelMax`** (+3000 m): `adjustSeaLevel()` clamps its candidate nudge to this range, so once
pinned at a bound the clamped candidate equals the current value, the error doesn't improve, and
the existing "only nudge if it helps" check stops it there — a world that structurally can't reach
the target settles at a plausible coastal offset with an imperfect land fraction instead of an
unbounded, physically nonsensical one. New headless `test_sealevel.cpp`: two synthetic worlds
(crust short of / in excess of the target, continuous depth distributions so every step genuinely
helps, reproducing the real pathology rather than getting stuck on a synthetic cliff) confirm the
controller still engages and moves, but never crosses either bound; a third confirms a normal world
never approaches the bounds. `src/sim` only (`PlanetTypes.hpp`, `PlanetErosion.cpp`, `PlanetIO.cpp`
for the two new config fields + range checks); config is the self-describing text block (v6+), so
**no save-version bump**. Note for already-affected saves: the fix stops further sinking but
doesn't retroactively restore a sunk `seaLevel` on load (config-field edits, whether via
`planet.cfg`+`F2` or the Main Menu's Settings tab, only take effect through a regenerate — there is
currently no way to push a single global field like `seaLevel` into an already-running world
without starting over); the practical fix for an affected world is a New World.
## Current state ## Current state
@ -1460,7 +1492,9 @@ triangles (plates are fixed in phase 1).
goal; `seaLevelStep` (100 m) — fixed nudge per adjustment + `seaLevelTol` (0.02) goal; `seaLevelStep` (100 m) — fixed nudge per adjustment + `seaLevelTol` (0.02)
— deadband where sea level rests (raise step or shrink tol for a tighter 30/70, — deadband where sea level rests (raise step or shrink tol for a tighter 30/70,
but a big step can overshoot a flat "cliff"); `seaLevelEvery` (100) — iterations but a big step can overshoot a flat "cliff"); `seaLevelEvery` (100) — iterations
between sea-level updates (higher = more gradual). All editable in `planet.cfg`. between sea-level updates (higher = more gradual); `seaLevelMin` (-3000 m) /
`seaLevelMax` (+3000 m) — hard bounds on how far the controller may push
`seaLevel` (see the runaway-guard bugfix entry below). All editable in `planet.cfg`.
- **Orogeny — taller mountains (PlanetConfig, Phase 2 inc. 4):** `collisionFactor` - **Orogeny — taller mountains (PlanetConfig, Phase 2 inc. 4):** `collisionFactor`
(1.8, continent-continent uplift, Himalaya) and `arcFactor` (1.4, continental (1.8, continent-continent uplift, Himalaya) and `arcFactor` (1.4, continental
subduction-arc uplift, Andes) — raise either to make ranges taller/more reliable subduction-arc uplift, Andes) — raise either to make ranges taller/more reliable

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@ -94,7 +94,7 @@ if(UNIX AND NOT APPLE)
endif() endif()
enable_testing() enable_testing()
foreach(test_name logic biota ocean live weather volcano geography ecoregions civ nation culture conflict diplomacy trade colony cultevo edit) foreach(test_name logic biota ocean live weather volcano geography ecoregions civ nation culture conflict diplomacy trade colony cultevo edit sealevel)
add_executable(test_${test_name} test_${test_name}.cpp) add_executable(test_${test_name} test_${test_name}.cpp)
target_link_libraries(test_${test_name} PRIVATE planetsim_sim) target_link_libraries(test_${test_name} PRIVATE planetsim_sim)
add_test(NAME ${test_name} COMMAND test_${test_name}) add_test(NAME ${test_name} COMMAND test_${test_name})

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@ -47,7 +47,13 @@ void Planet::erode(double dtMy) {
// coastline drifts slowly, not in a jump. A nudge is only taken if it actually // coastline drifts slowly, not in a jump. A nudge is only taken if it actually
// reduces the error -- otherwise (e.g. a big mass of cells at one elevation, where // reduces the error -- otherwise (e.g. a big mass of cells at one elevation, where
// a full step would overshoot) it rests at the closest a fixed step allows instead // a full step would overshoot) it rests at the closest a fixed step allows instead
// of oscillating back and forth across that "cliff". // of oscillating back and forth across that "cliff". The candidate is clamped to
// [seaLevelMin, seaLevelMax] -- without a bound, a world whose buoyant crust area
// permanently falls short of landFractionTarget has no seaLevel that reaches the
// target, and the controller sinks forever chasing ageing (deepening) oceanic
// crust it keeps re-misclassifying as land (see the seaLevelMin/Max comment).
// Once seaLevel is pinned at a bound, the clamped candidate equals the current
// value, candErr == err, and the "only nudge if it helps" check below stops it.
void Planet::adjustSeaLevel() { void Planet::adjustSeaLevel() {
const int n = (int)cells.size(); const int n = (int)cells.size();
if (n == 0) return; if (n == 0) return;
@ -57,6 +63,7 @@ void Planet::adjustSeaLevel() {
double err = landFracAt(cfg.seaLevel) - cfg.landFractionTarget; double err = landFracAt(cfg.seaLevel) - cfg.landFractionTarget;
if (std::fabs(err) <= cfg.seaLevelTol) return; // within deadband: rest if (std::fabs(err) <= cfg.seaLevelTol) return; // within deadband: rest
double cand = cfg.seaLevel + (err > 0 ? cfg.seaLevelStep : -cfg.seaLevelStep); double cand = cfg.seaLevel + (err > 0 ? cfg.seaLevelStep : -cfg.seaLevelStep);
cand = std::clamp(cand, cfg.seaLevelMin, cfg.seaLevelMax);
double candErr = landFracAt(cand) - cfg.landFractionTarget; double candErr = landFracAt(cand) - cfg.landFractionTarget;
if (std::fabs(candErr) < std::fabs(err)) cfg.seaLevel = cand; // nudge only if it helps if (std::fabs(candErr) < std::fabs(err)) cfg.seaLevel = cand; // nudge only if it helps
} }

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@ -24,7 +24,7 @@
D(maxDriftSpeed) D(ridgeDepth) D(splitFraction) D(splitProbBase) D(splitProbSlope) \ D(maxDriftSpeed) D(ridgeDepth) D(splitFraction) D(splitProbBase) D(splitProbSlope) \
D(stalemateEps) D(stalemateBoost) D(babyPromoteFrac) D(volcanicLandFrac) \ D(stalemateEps) D(stalemateBoost) D(babyPromoteFrac) D(volcanicLandFrac) \
D(volcanicElev) D(landBand) D(erosionLandRate) D(erosionSeaRate) \ D(volcanicElev) D(landBand) D(erosionLandRate) D(erosionSeaRate) \
D(landFractionTarget) D(seaLevelStep) D(seaLevelTol) \ D(landFractionTarget) D(seaLevelStep) D(seaLevelTol) D(seaLevelMin) D(seaLevelMax) \
D(phase3AfterMy) D(phase3DtScale) D(rainfall) D(riverThreshold) D(riverIncision) \ D(phase3AfterMy) D(phase3DtScale) D(rainfall) D(riverThreshold) D(riverIncision) \
D(riverDischargeExp) D(riverSlopeExp) D(riverTransport) D(depFrac) \ D(riverDischargeExp) D(riverSlopeExp) D(riverTransport) D(depFrac) \
D(biomeEquatorTemp) D(biomePoleDrop) D(biomeLatExp) D(biomeElevLapse) \ D(biomeEquatorTemp) D(biomePoleDrop) D(biomeLatExp) D(biomeElevLapse) \
@ -156,6 +156,7 @@ static const struct { const char* name; const char* category; } kConfigFieldCate
{"erosionLandRate", "Erosion & sea level"}, {"erosionSeaRate", "Erosion & sea level"}, {"erosionLandRate", "Erosion & sea level"}, {"erosionSeaRate", "Erosion & sea level"},
{"landFractionTarget", "Erosion & sea level"}, {"seaLevelStep", "Erosion & sea level"}, {"landFractionTarget", "Erosion & sea level"}, {"seaLevelStep", "Erosion & sea level"},
{"seaLevelTol", "Erosion & sea level"}, {"seaLevelEvery", "Erosion & sea level"}, {"seaLevelTol", "Erosion & sea level"}, {"seaLevelEvery", "Erosion & sea level"},
{"seaLevelMin", "Erosion & sea level"}, {"seaLevelMax", "Erosion & sea level"},
{"phase3AfterMy", "Hydrology"}, {"phase3DtScale", "Hydrology"}, {"rainfall", "Hydrology"}, {"phase3AfterMy", "Hydrology"}, {"phase3DtScale", "Hydrology"}, {"rainfall", "Hydrology"},
{"riverThreshold", "Hydrology"}, {"riverIncision", "Hydrology"}, {"riverThreshold", "Hydrology"}, {"riverIncision", "Hydrology"},
@ -379,6 +380,8 @@ std::string validateConfig(const PlanetConfig& cfg) {
E(rng(cfg.landFractionTarget, 0.01, 0.99, "landFractionTarget")); E(rng(cfg.landFractionTarget, 0.01, 0.99, "landFractionTarget"));
E(rng(cfg.seaLevelStep, 1.0, 2000.0, "seaLevelStep")); E(rng(cfg.seaLevelStep, 1.0, 2000.0, "seaLevelStep"));
E(rng(cfg.seaLevelTol, 0.001, 0.5, "seaLevelTol")); E(rng(cfg.seaLevelTol, 0.001, 0.5, "seaLevelTol"));
E(rng(cfg.seaLevelMin, -11000.0, 0.0, "seaLevelMin"));
E(rng(cfg.seaLevelMax, 0.0, 11000.0, "seaLevelMax"));
E(rng(cfg.phase3AfterMy, 0.0, 1.0e6, "phase3AfterMy")); E(rng(cfg.phase3AfterMy, 0.0, 1.0e6, "phase3AfterMy"));
E(rng(cfg.phase3DtScale, 0.001, 1.0, "phase3DtScale")); E(rng(cfg.phase3DtScale, 0.001, 1.0, "phase3DtScale"));
E(rng(cfg.rainfall, 0.0, 1.0e6, "rainfall")); E(rng(cfg.rainfall, 0.0, 1.0e6, "rainfall"));
@ -598,6 +601,8 @@ std::string validateConfig(const PlanetConfig& cfg) {
} }
if (cfg.oceanBase >= cfg.continentBase) if (cfg.oceanBase >= cfg.continentBase)
bad.push_back("oceanBase >= continentBase (ocean floor must be below continents)"); bad.push_back("oceanBase >= continentBase (ocean floor must be below continents)");
if (cfg.seaLevelMin >= cfg.seaLevelMax)
bad.push_back("seaLevelMin >= seaLevelMax (the sea-level controller needs a real band)");
if (cfg.peakSoftCapStart >= cfg.peakSoftCapEnd) if (cfg.peakSoftCapStart >= cfg.peakSoftCapEnd)
bad.push_back("peakSoftCapStart >= peakSoftCapEnd (grow probability must span a band)"); bad.push_back("peakSoftCapStart >= peakSoftCapEnd (grow probability must span a band)");
if (cfg.volcanoDormantMinYears > cfg.volcanoDormantMaxYears) if (cfg.volcanoDormantMinYears > cfg.volcanoDormantMaxYears)

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@ -270,6 +270,17 @@ struct PlanetConfig {
double seaLevelStep = 100.0; // m, fixed nudge per adjustment when off target double seaLevelStep = 100.0; // m, fixed nudge per adjustment when off target
double seaLevelTol = 0.02; // deadband (land-fraction) where sea level rests double seaLevelTol = 0.02; // deadband (land-fraction) where sea level rests
int seaLevelEvery = 100; // erode calls between sea-level adjustments int seaLevelEvery = 100; // erode calls between sea-level adjustments
// Hard bounds on the controller: if a world's buoyant (continental) crust area
// permanently sits below landFractionTarget (crust generation is independent of
// this geographic target -- no guarantee they match), there is no seaLevel low
// enough to reach the target using real land, and ageing oceanic crust keeps
// deepening out of reach -- so an unbounded controller sinks seaLevel forever,
// eventually misclassifying deep aging seafloor as "geographic land". These
// clamp the candidate each adjustSeaLevel() step so it settles at a plausible
// coastal offset instead of running away (a slightly-off land fraction beats a
// physically nonsensical sea level).
double seaLevelMin = -3000.0; // m, lowest the controller may sink seaLevel
double seaLevelMax = 3000.0; // m, highest the controller may raise seaLevel
// --- Spreading & volcanic (Phase 2 plate dynamics, kept here for binary compat) // --- Spreading & volcanic (Phase 2 plate dynamics, kept here for binary compat)
int babyMinCells = 4; // baby blobs smaller than this dissolve (noise) int babyMinCells = 4; // baby blobs smaller than this dissolve (noise)

103
test_sealevel.cpp Normal file
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@ -0,0 +1,103 @@
// Headless test for the sea-level controller's runaway guard (no display needed).
//
// g++ -std=c++17 -O2 -Isrc/sim test_sealevel.cpp src/sim/IcoSphere.cpp
// src/sim/Planet.cpp src/sim/PlanetTectonics.cpp src/sim/PlanetDrift.cpp
// src/sim/PlanetErosion.cpp src/sim/PlanetHydrology.cpp
// src/sim/PlanetBiomes.cpp src/sim/PlanetClimate.cpp src/sim/PlanetLive.cpp
// src/sim/PlanetOcean.cpp src/sim/PlanetBiota.cpp src/sim/PlanetFloraGen.cpp
// src/sim/PlanetFaunaGen.cpp src/sim/PlanetFungiGen.cpp src/sim/PlanetIO.cpp
// -o /tmp/ts && /tmp/ts
//
// Reproduces the bug reported after a long real run: on a world whose buoyant
// (continental) crust area permanently falls short of landFractionTarget (crust
// generation is independent of that geographic target -- nothing guarantees they
// match), the old unbounded adjustSeaLevel() had no way to reach the target using
// real land, so it kept sinking seaLevel to "poach" ageing oceanic crust as fake
// land -- and since that crust keeps deepening with age, the target kept slipping
// away, sinking seaLevel indefinitely (observed: -2900 m after ~1340 My, still
// falling). Verifies the seaLevelMin/seaLevelMax clamp stops the runaway in both
// directions, that it actually engages (proving the mechanism still adjusts, not
// just trivially idle), and that a normal, non-pathological world never comes
// close to the clamp.
#include "Planet.hpp"
#include <cstdio>
#include <cmath>
static int failures = 0;
static void check(bool cond, const char* what) {
std::printf(" [%s] %s\n", cond ? "PASS" : "FAIL", what);
if (!cond) ++failures;
}
int main() {
std::printf("Sea level: runaway guard\n");
// --- Scenario 1: continental crust structurally short of the target -------
// 25% of cells continental near continentBase, 75% oceanic spread smoothly
// across a wide, continuous depth range (mimicking a real mix of young and
// long-ageing seafloor, not a cliff) -- deliberately short of the 30% default
// landFractionTarget. With a continuous distribution, each single seaLevelStep
// nudge always captures more cells and strictly reduces the error, so the
// pre-fix controller would keep taking that nudge forever, sinking without end.
{
PlanetConfig cfg; cfg.subdivisions = 3; cfg.seed = 99;
Planet planet; planet.generate(cfg);
const int n = (int)planet.cells.size();
for (int i = 0; i < n; ++i) {
bool continental = (i % 4) == 0; // 25% < landFractionTarget (30%)
planet.setCrust(i, continental);
if (continental) planet.setElevation(i, planet.cfg.continentBase + (i % 7) * 10.0);
else planet.setElevation(i, -10.0 - 8000.0 * (double)i / n); // continuous -10..-8010 m
}
double startSeaLevel = planet.cfg.seaLevel;
// erode()'s transport is dtMy-scaled; dt=0 isolates the periodic
// adjustSeaLevel() call (still triggered by the iteration counter) from
// any elevation change, so the crafted distribution above stays intact.
for (int i = 0; i < planet.cfg.seaLevelEvery * 400; ++i) planet.erode(0.0);
check(planet.cfg.seaLevel < startSeaLevel - 100.0,
"short-of-target land engages the controller (seaLevel moves down)");
check(planet.cfg.seaLevel >= planet.cfg.seaLevelMin,
"seaLevel never sinks past seaLevelMin (the pre-fix bug: it had no floor)");
check(planet.cfg.seaLevel <= planet.cfg.seaLevelMax, "seaLevel stays within the upper bound too");
}
// --- Scenario 2: mirror case, land far in excess of the target ------------
{
PlanetConfig cfg; cfg.subdivisions = 3; cfg.seed = 100;
Planet planet; planet.generate(cfg);
const int n = (int)planet.cells.size();
for (int i = 0; i < n; ++i) {
bool continental = (i % 4) != 0; // 75% >> landFractionTarget (30%)
planet.setCrust(i, continental);
if (continental) planet.setElevation(i, 10.0 + 8000.0 * (double)i / n); // continuous 10..8010 m
else planet.setElevation(i, planet.cfg.oceanBase + (i % 7) * 10.0);
}
double startSeaLevel = planet.cfg.seaLevel;
for (int i = 0; i < planet.cfg.seaLevelEvery * 400; ++i) planet.erode(0.0);
check(planet.cfg.seaLevel > startSeaLevel + 100.0,
"excess land engages the controller (seaLevel moves up)");
check(planet.cfg.seaLevel <= planet.cfg.seaLevelMax,
"seaLevel never climbs past seaLevelMax (mirror of the sinking bug)");
check(planet.cfg.seaLevel >= planet.cfg.seaLevelMin, "seaLevel stays within the lower bound too");
}
// --- Scenario 3: a normal, freshly-generated world never approaches the ---
// clamp -- the guard is a safety rail for the pathological case, not
// something that interferes with ordinary sea-level settling.
{
PlanetConfig cfg; cfg.subdivisions = 4; cfg.seed = 42;
Planet planet; planet.generate(cfg);
for (int i = 0; i < 40; ++i) planet.step(); // settle Phase-1 relief first
planet.drifting = true;
for (int i = 0; i < planet.cfg.seaLevelEvery * 20; ++i) planet.erode(planet.cflDtMy());
check(planet.cfg.seaLevel > planet.cfg.seaLevelMin * 0.5 && planet.cfg.seaLevel < planet.cfg.seaLevelMax * 0.5,
"a normal world's sea level settles well clear of the clamp bounds");
}
std::printf(failures ? "\nFAILURES: %d\n" : "\nALL SEA LEVEL CHECKS PASSED\n", failures);
return failures ? 1 : 0;
}