fix(world): restore portal and distant use lifecycles

This commit is contained in:
Erik 2026-07-25 09:59:25 +02:00
parent c730632075
commit 1a14812c44
18 changed files with 401 additions and 196 deletions

View file

@ -368,6 +368,7 @@ internal sealed class PlayerModeController :
ApplyStepHeights(controller, playerEntity);
uint initialCellId = ResolveInitialCell(playerGuid, playerEntity);
Action? drainPriorAnimationQueue = null;
if (_animations.TryGetValue(playerEntity.Id, out LiveEntityAnimationState? animation)
&& animation.Sequencer is { } sequencer)
{
@ -384,6 +385,7 @@ internal sealed class PlayerModeController :
sequencer.Manager.CheckForCompletedMotions;
controller.Motion.DefaultSink =
new MotionTableDispatchSink(sequencer);
drainPriorAnimationQueue = sequencer.Manager.HandleEnterWorld;
}
// Retail CPhysicsObj owns CMotionInterp and CPartArray throughout
@ -393,7 +395,9 @@ internal sealed class PlayerModeController :
// public controller slot remains unpublished until every other
// player-mode edge has prepared successfully.
using IDisposable motionPreparation =
_controllerSlot.BeginMotionPreparation(controller);
_controllerSlot.BeginMotionPreparation(
controller,
drainPriorAnimationQueue);
ResolveResult initial = _physics.Resolve(
playerEntity.Position,