feat(rendering): compare the incremental shadow scene
Construct Slice F's non-drawing scene only for lifecycle automation, drain accepted static and live deltas at the final update boundary, and compare exact current-path fingerprints at cadence and checkpoints. Publish bounded mismatch, journal, index, digest, and memory evidence without changing normal launches or draw submission. Release: 8,211 passed, 5 skipped.
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21 changed files with 937 additions and 20 deletions
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@ -5,6 +5,7 @@ using AcDream.App.Input;
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using AcDream.App.Interaction;
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using AcDream.App.Physics;
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using AcDream.App.Rendering;
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using AcDream.App.Rendering.Scene;
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using AcDream.App.Rendering.Selection;
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using AcDream.App.Rendering.Vfx;
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using AcDream.App.Settings;
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@ -86,7 +87,8 @@ internal sealed record LiveSessionWorldRuntime(
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EntityEffectController EntityEffects,
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AnimationHookFrameQueue AnimationHookFrames,
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LiveEntityPresentationController Presentation,
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RemoteMovementObservationTracker RemoteMovementObservations);
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RemoteMovementObservationTracker RemoteMovementObservations,
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RenderSceneShadowRuntime? RenderSceneShadow);
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/// <summary>
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/// Builds the exact per-generation route/reset graph for the canonical live
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@ -177,6 +179,8 @@ internal sealed class LiveSessionRuntimeFactory
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InboundEventFifo = _world.InboundEvents.Clear,
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LiveLiveness = _world.Liveness.Clear,
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LiveRuntime = ResetLiveRuntime,
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RenderSceneProjection =
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() => _world.RenderSceneShadow?.DrainUpdateBoundary(),
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SessionIdentity = ResetIdentity,
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RemoteTeleport = _world.RemoteTeleport.Clear,
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NetworkEffects = _world.EntityEffects.ClearNetworkState,
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