fix(streaming): stop replaying committed recenter retirements
Root cause: pending-only live projection buckets were misclassified as landblock presentation owners during origin recentering. That manufactured a second full cleanup receipt for a generation whose first receipt was still advancing; the duplicate guard threw and the broad retry path replayed the already-committed detach 243 times. Keep pending live projections through the spatial identity map without issuing another receipt, and fail fast when a receipt-ledger invariant occurs after detachment. Evidence: docs/research/2026-08-02-collision-throughput-handoff/p1-retirement-receipt-loop.md. Release suite, lifecycle gate, and nine-stop soak pass.
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9 changed files with 309 additions and 9 deletions
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@ -1349,8 +1349,14 @@ public sealed class GpuWorldState : ILiveEntitySpatialQuery
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if (id != 0u)
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AddId(id);
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}
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foreach (uint id in _pendingByLandblock.Keys)
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AddId(id);
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// A pending-only bucket owns live spatial projections, not a loaded
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// landblock presentation generation. Those projections are retained
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// below through _projectionLocations, but there is no terrain,
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// collision, static-script, or renderer owner to retire. In
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// particular, DetachLandblock deliberately parks surviving live
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// projections here while its existing exact retirement receipt is
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// still advancing. Emitting another full receipt during a recenter
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// would give the same retired generation two cleanup owners.
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foreach (uint id in _pendingRenderIdsByLandblock.Keys)
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AddId(id);
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foreach (uint id in _pendingNearTierLandblocks)
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