fix #417: world ambience kept playing at character select after the in-world logoff
The character-session reset manifest had no audio step: retail's logoff destroys the world's sound sources with the world, but our OpenAL world pool and ambient scheduler are process-lifetime — the continuous ambient beds played on at character select and the scheduler kept RE-FIRING deadlines against the stale listener (Suspend/StopAll had zero callers; WorldGenerationQuiescence only cycles around teleport-style generation replaces). New WorldAudioSessionGate: the reset manifest's 'world audio' step stops all sixteen world-pool voices (SuspendWorldAudio) and drops every ambient deadline (StopAll); the pool reopens at the entered-world edge through the new default-null LiveSessionEnteredWorldBindings.ResumeWorldAudio binding, invoked first in ApplyEnteredWorld. The ambient soundscape needs no explicit resume — the next objcell observation rebuilds it exactly as a cell change always did. Covers logout, reconnect, and full stop uniformly. UI-pool sounds (interface bank, portal cues) untouched by design. App tests 5568/3 skips, Runtime 1756/0. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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8 changed files with 104 additions and 2 deletions
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@ -24,6 +24,32 @@ What does NOT go here:
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- Every session: scan OPEN issues at start; promote/close anything we touched during the session before ending.
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- Promoting to a Phase: mark as `DONE (promoted to Phase X)` + commit SHA where the Phase entry landed.
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## #417 — World ambience keeps playing (and re-firing) on the character-select screen after the in-world logoff
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**Status:** ✅ FIXED 2026-08-17 (logout-audio round; fix + tests in the same
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commit as this entry). **Symptom:** log out to character select — the old
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world's ambient noise continues. **Root cause:** the character-session
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reset manifest had NO audio step at all. Retail's logoff destroys the
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world's sound sources WITH the world, so character select is silent; our
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OpenAL world pool and the ambient scheduler are process-lifetime, so after
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the reset the playing voices (including the continuous ambient beds) ran
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on, and `AmbientSoundController.Tick` kept RE-FIRING deadlines against the
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stale listener (the region stays installed and nothing suspends the
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controller — `Suspend`/`StopAll` had zero callers outside the class; the
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existing `WorldGenerationQuiescence` suspend only cycles around generation
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REPLACES, i.e. teleports, never the logout reset). **Fix:** a new
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`WorldAudioSessionGate` (engine `SuspendWorldAudio` — stops all sixteen
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world-pool voices and gates new plays — plus ambient `StopAll` — drops
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every deadline; the soundscape rebuilds on the next objcell observation
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exactly as a cell change always did) wired as the reset manifest's new
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"world audio" step, with the pool reopened at the entered-world edge via
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the new `LiveSessionEnteredWorldBindings.ResumeWorldAudio` binding
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(default-null, headless-safe), invoked FIRST in `ApplyEnteredWorld` so no
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entered-world callback can emit into a closed pool. Covers logout,
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reconnect, and full-stop uniformly (all run the same manifest). UI-pool
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sounds (interface bank, portal cues) are untouched by design — retail's
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logoff plays its cue through the same interface path.
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## #416 — Character-select roster hover highlight never clears (sweeping the roster leaves every row highlighted)
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**Status:** ✅ FIXED 2026-08-17 (same round as #414; fix + tests in the same
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39
src/AcDream.App/Audio/WorldAudioSessionGate.cs
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39
src/AcDream.App/Audio/WorldAudioSessionGate.cs
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@ -0,0 +1,39 @@
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namespace AcDream.App.Audio;
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/// <summary>
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/// Logout-audio round (2026-08-17): the character-session reset's world-audio
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/// teardown. Retail's logoff destroys every world sound source WITH the world
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/// (<c>CPlayerSystem::ExecuteLogOff @ 0x0055D780</c> world teardown — the
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/// DirectSound buffers die with their owners), so the character-select screen
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/// is silent. acdream's OpenAL voices and the ambient scheduler are
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/// process-lifetime, so the session reset must stop them explicitly:
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/// <see cref="SuspendForSessionReset"/> stops all sixteen world-pool voices
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/// (the continuous ambient beds included) and drops every ambient deadline so
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/// nothing re-fires against the stale listener at character select. The pool
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/// re-opens at the next entered-world edge
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/// (<c>LiveSessionEnteredWorldBindings.ResumeWorldAudio</c>); the ambient
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/// soundscape needs no explicit resume — the next
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/// <c>AmbientSoundController.ObserveListener</c> objcell change rebuilds it,
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/// exactly as a cell change always does.
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/// </summary>
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public sealed class WorldAudioSessionGate
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{
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private readonly OpenAlAudioEngine _engine;
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private readonly AmbientSoundController? _ambient;
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public WorldAudioSessionGate(
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OpenAlAudioEngine engine,
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AmbientSoundController? ambient)
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{
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_engine = engine ?? throw new ArgumentNullException(nameof(engine));
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_ambient = ambient;
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}
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public void SuspendForSessionReset()
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{
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_engine.SuspendWorldAudio();
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_ambient?.StopAll();
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}
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public void ResumeForWorldEntry() => _engine.ResumeWorldAudio();
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}
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@ -1118,6 +1118,11 @@ internal sealed class SessionPlayerCompositionPhase
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live.SelectionInteractions),
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new LiveSessionWorldRuntime(
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content.Dats,
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content.Audio?.Engine is { } sessionAudioEngine
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? new AcDream.App.Audio.WorldAudioSessionGate(
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sessionAudioEngine,
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content.Audio.Ambient)
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: null,
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live.WorldState,
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live.LiveEntities,
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sessionEvents,
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@ -14,6 +14,7 @@ internal sealed class LiveSessionResetBindings
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public required Action MouseCapture { get; init; }
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public required Action PlayerPresentation { get; init; }
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public required Action TeleportPresentation { get; init; }
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public required Action WorldAudio { get; init; }
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public required Action SessionDialogs { get; init; }
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public required Action SettingsCharacterContext { get; init; }
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public required Action EquippedChildren { get; init; }
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@ -48,6 +49,14 @@ internal static class LiveSessionResetManifest
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new("mouse capture", bindings.MouseCapture),
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new("player presentation", bindings.PlayerPresentation),
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new("teleport presentation", bindings.TeleportPresentation),
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// Logout-audio round (2026-08-17): retail's logoff destroys the
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// world's sound sources with the world; ours must stop the
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// sixteen world-pool voices (continuous ambient beds included)
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// and drop the ambient deadlines, or the character-select screen
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// keeps playing — and re-firing — the old world's ambience. The
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// pool reopens at the next entered-world edge
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// (LiveSessionEnteredWorldBindings.ResumeWorldAudio).
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new("world audio", bindings.WorldAudio),
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new("session dialogs", bindings.SessionDialogs),
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new("settings character context", bindings.SettingsCharacterContext),
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// Attachment projections own GL-backed registrations and must leave
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@ -67,6 +67,10 @@ internal sealed record LiveSessionInteractionRuntime(
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internal sealed record LiveSessionWorldRuntime(
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IDatReaderWriter Dats,
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// Logout-audio round (2026-08-17): null only when audio is disabled
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// (ACDREAM_NO_AUDIO / init failure) — the reset step and entered-world
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// resume both no-op then.
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Audio.WorldAudioSessionGate? WorldAudio,
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GpuWorldState WorldState,
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LiveEntityRuntime LiveEntities,
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LiveEntitySessionController EntitySession,
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@ -210,7 +214,11 @@ internal sealed class LiveSessionRuntimeFactory
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},
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SyncToolbar: () => _ui.RetailUi?.SyncToolbarWindowButtons(),
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LoadCharacterSettings: _interaction.Settings.LoadCharacterContext,
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ArmPlayerModeAutoEntry: _interaction.PlayerModeAutoEntry.Arm),
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ArmPlayerModeAutoEntry: _interaction.PlayerModeAutoEntry.Arm,
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// Logout-audio round (2026-08-17): reopen the world-audio
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// pool the session reset closed (see the reset manifest's
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// "world audio" step).
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ResumeWorldAudio: () => _world.WorldAudio?.ResumeForWorldEntry()),
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Connecting: (host, port, user) =>
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_domain.Communication.Chat.OnSystemMessage(
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$"connecting to {host}:{port} as {user}",
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@ -251,6 +259,7 @@ internal sealed class LiveSessionRuntimeFactory
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PlayerPresentation = ResetPlayerPresentation,
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TeleportPresentation =
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_world.Teleport.ResetGenerationPresentation,
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WorldAudio = () => _world.WorldAudio?.SuspendForSessionReset(),
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SessionDialogs = () => _ui.RetailUi?.ResetSessionTransientUi(),
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SettingsCharacterContext =
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_interaction.Settings.RestoreDefaultCharacterContext,
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@ -30,7 +30,13 @@ public sealed record LiveSessionEnteredWorldBindings(
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Action RestoreLayout,
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Action SyncToolbar,
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Action<string> LoadCharacterSettings,
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Action ArmPlayerModeAutoEntry);
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Action ArmPlayerModeAutoEntry,
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/// <summary>Logout-audio round (2026-08-17): re-enables world-pool audio
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/// after the session reset's suspend (retail's logoff tears the world's
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/// sound sources down with the world; ours must re-open the pool at the
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/// next world entry). Default no-op preserves headless and existing
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/// construction sites.</summary>
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Action? ResumeWorldAudio = null);
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public sealed record LiveSessionHostBindings(
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LiveSessionRoutingFactories Routing,
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@ -269,6 +275,11 @@ public sealed class LiveSessionHost
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private void ApplyEnteredWorld(LiveSessionCharacterSelection selection)
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{
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string name = selection.CharacterName;
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// FIRST: the world-audio pool must be open before any entered-world
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// callback can emit a sound (retail never closes its pool across a
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// logoff — the sources die with the world — so the reopened pool is
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// the earliest faithful moment).
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_enteredWorld.ResumeWorldAudio?.Invoke();
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_enteredWorld.SetActiveCharacter(name);
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_enteredWorld.RestoreLayout();
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_enteredWorld.SyncToolbar();
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@ -210,6 +210,7 @@ public sealed class LiveSessionResetPlanTests
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MouseCapture = Stage("mouse capture"),
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PlayerPresentation = Stage("player presentation"),
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TeleportPresentation = Stage("teleport presentation"),
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WorldAudio = Stage("world audio"),
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SessionDialogs = Stage("session dialogs"),
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SettingsCharacterContext = Stage("settings character context"),
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EquippedChildren = Stage("equipped children"),
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@ -295,6 +296,7 @@ public sealed class LiveSessionResetPlanTests
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"mouse capture",
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"player presentation",
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"teleport presentation",
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"world audio",
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"session dialogs",
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"settings character context",
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"equipped children",
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@ -1019,6 +1019,7 @@ public sealed class CurrentGameRuntimeAdapterTests
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MouseCapture = noop,
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PlayerPresentation = noop,
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TeleportPresentation = noop,
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WorldAudio = noop,
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SessionDialogs = noop,
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SettingsCharacterContext = noop,
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EquippedChildren = noop,
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