fix(vendor): evidence-based pass — max-first stack ceiling; the local player resolves never-animated MoveTo targets
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Both chains pinned by the live [vendor-diag] run (vendor-diag.log) after three code-reading rounds each failed: The split bar: ACE serializes descStackSize=1 for EVERY browse row (live wire, log 343-348) — the R1-era "ACE never populates desc" claim is retracted with the line quoted. Retail's vendor sites read pwd._maxStackSize directly (four sites, incl. UpdateItemsList @0x004c1ea0 stamping min(remaining, _maxStackSize)); ResolveAuthoredStackSize flips to max-first for its vendor-only consumers. Taper ceiling 1000, scarab 100, seed 1 for exempt. Pricing still reads the desc (per-1 values on ACE). Walk-to-use: the local player's getObjectA seam was bound to TryGetPhysicsHost, which resolves only INSTALLED physics hosts — a never-animated vendor has none, so TargetManager.SetTarget got null, the MoveToObject armed with zero nodes, and UseTime never dispatched. The log's natural=False completions were the user's own movement keys (retail-correct input-edge cancels); attempt 4 worked because the greeting animation had installed a host. RuntimePhysicsState gains the retail CObjectMaint::GetObjectA seam (bound canonical resolver with installed-host fallback); the graphical host binds the SAME lazy-minimal-host resolver every remote already uses — whose own doc comment names this exact never-animated hazard. The reservation release was already correct (2b premise refuted with evidence); the production-wiring invariants are now pinned by four new tests including the pre-fix pathology as a permanent sabotage control. AP-169 rewritten a second time, honestly. The [vendor-diag] probe family (ACDREAM_DUMP_VENDOR) lands env-gated for future live triage. Clean-room complete solution: 11,536 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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21 changed files with 1139 additions and 102 deletions
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@ -509,6 +509,20 @@ internal sealed class SessionPlayerCompositionPhase
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d.PlayerIdentity,
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dormantLiveEntities,
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d.Options.DumpLiveSpawns ? d.Log : null);
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// 2026-08-08 vendor-approach root cause: the local player's
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// publication-chain host resolves moveto/sticky targets through
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// RuntimePhysicsState.ResolveObjectTableHost. Bind the graphical
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// host's canonical CObjectMaint::GetObjectA stand-in — the SAME
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// lazy-minimal-host resolver every remote host's GetObjectA uses
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// (LiveEntityMotionRuntimeController.ResolvePhysicsHost, reached
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// through the deferred motion-bindings seam so this closure stays
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// valid across session routes). Without it the local player's
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// MoveToObject against a never-animated NPC/static object never
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// received TargetManager.AddVoyeur's immediate initial snapshot and
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// sat armed-but-inert forever (no nodes, no movement, no natural
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// completion).
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live.LiveEntities.Physics.BindObjectTableHostResolver(
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guid => d.MotionBindings.ResolvePhysicsHost(guid));
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// C3c: the graphical first-entry drive controller — walks every
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// initial-Create residence through its Runtime conductor with the
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// production prepared-collision source, the live movement-skill
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