test(physics): C4 route 6 — drops/split-recovery closure, zero production lines

Route 6 needs no production change and this commit contains none: C3c
(529e0e9d) already flipped both hosts' Create paths onto the residence lease,
so a dropped item is byte-for-byte route 1's create classification
(RuntimePositionEntityKind.Remote, RuntimeCreateResidenceKind.TopLevel,
ClassifyCreate -> SetPosition with InitialCreateFlags = Placement | Slide).
Route 6 is a SOURCE of route-1 traffic, not a route of its own. Both drop
flavours converge on LiveEntityHydrationController.OnCreate ->
RegisterEntityWithInitialResidence — the whole-item drop through
ItemInteractionController's DropToWorld (no physics, no position; the server
decides), and split-to-world through TryRecoverUnknownPosition's call to the
identical entry point. Contract:
docs/research/2026-08-04-c4-route-6-contract.md.

Retires a FALSE PREMISE from the campaign plan (:97-100), which claimed
split-recovery creates "need an effect-replay suppression signal". Verified
against the decomp instead of assumed: play_default_script @0x005132B0 /
@0x00513300 has exactly three call sites in the entire pseudo-C dump —
DefaultScriptPartHook::Execute @0x00526c08, DefaultScriptHook::Execute
@0x00526c14, and ACCWeenieObject::DoCollision @0x0058c3b4 — and NONE from
set_description or CreateObject. Neither client plays a default script at
create, so there is nothing to suppress. acdream's only create-time replay is
the F754/F755 queue drain keyed by server GUID, which is retail's own
HandleCreateObject @0x00454C80 behaviour. The plan's other two clauses were
closed at C0 (TryCommitParent/CommitWithdrawal cancellation symmetry;
host-visible cancellation receipts); the list now states what actually
remains — route 7's child-cell two-writer split and the headless
parent-realize gap.

Retail split marking recorded for the record: UIAttemptSplitTo3D @0x0058D850
stores only splitStackSize/splitClassID/splitTime and performs no placement;
DeclareValid @0x0058E340's recovery action is SetSelectedObject @0x0058E481 —
a SELECTION transfer with a 10-second expiry, not effect suppression and not
placement. UIAttemptPutIn3D @0x0058D700 records no marker at all.

Seven tests over the now-flipped path (whole item, split stack, new-GUID
recovery, second drop, unavailable destination, newer Position after the
pending identity is consumed, plus the #314 repro), each sabotage-verified:
the production path was broken on purpose, the test was confirmed to fail,
and the sabotage reverted. R6-c is now settled by assertion rather than
argument — BuildSpawn's wholesale clone of Children/Movement/AnimationFrame/
SetupTableId is measured, not reasoned about.

FOUND WHILE TESTING — #314, filed not fixed (this route is zero-production by
contract). BuildSpawn resets top-level MovementSequence/ServerControlSequence
to 0 but its Timestamps `with` block overrides only Position/Teleport/
ForcePosition/Instance, leaving Physics.Timestamps.Movement and
.ServerControlledMove at the SOURCE item's values.
HasConsistentCreateIdentityAndParent requires the two projections to agree, so
a split whose source carries nonzero Movement timestamps — plausible for any
item dropped once, picked up, and split again — fails the predicate and throws
instead of completing the canonical transaction. Verified in source, not taken
on report. Note this is a crash in the exact mechanism the scoping cited as
EVIDENCE that drops already converge: code reading said the path converges,
driving it said it throws. Fixed in the immediately following commit.

Also filed: #313 (DeclareValid's SetSelectedObject port is missing and the
container-split flavour records no marker — selection UX, deliberately not
implemented inside a placement closure) and #315 (route 4b-3's per-packet
runTeleportHook Func<bool> closure at three RunRemoteArmTail call sites; the
network packet path, not Slice I's per-frame resolve path — filed now because
route 5 adds a fourth site). AP-124 stays open and registered.

Test lines are 410 against a 150-250 guidance, accepted: the excess is a real
ItemInteractionController harness plus the #314 repro, which is what found the
defect. A mock that proved nothing would have been shorter and worthless.

Complete Release suite MEASURED at 11,020 passed / 4 skipped / 0 failed
(baseline 11,013/4/0 at 6dc7ba51; +7 new). Neither known flake fired.

Connected gate (user-run) still owed: drop a whole item, split a stack to the
ground, drop a second within ~1 m, repeat indoors and after a portal recall,
then walk two landblocks away and back.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-04 16:45:57 +02:00
parent 21cd6e9b2b
commit 1b484937b6
5 changed files with 694 additions and 4 deletions

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@ -24,6 +24,147 @@ What does NOT go here:
- Every session: scan OPEN issues at start; promote/close anything we touched during the session before ending.
- Promoting to a Phase: mark as `DONE (promoted to Phase X)` + commit SHA where the Phase entry landed.
## C4 route 6 — drops and split-recovery closure — 2026-08-04
#313 and #314 filed from the route 6 closure session (zero production lines;
evidence + coverage tests only). #315 filed from the same session, carried
over from the route 4b-3 round-2 reviews. Evidence:
[`2026-08-04-c4-route-6-contract.md`](research/2026-08-04-c4-route-6-contract.md),
[`2026-08-04-c4-routes-6-7-scoping.md`](research/2026-08-04-c4-routes-6-7-scoping.md).
## #313`DeclareValid`'s `SetSelectedObject` split-recovery is not ported
**Status:** OPEN
**Severity:** LOW (selection UX, not placement)
**Filed:** 2026-08-04
**Component:** UI / inventory / selection
**Description:** Retail's `ACCWeenieObject::DeclareValid @0x0058E340` reads
the split marker recorded by `UIAttemptSplitTo3D @0x0058D850` /
`UIAttemptSplitToContainer @0x0058D7D0` (three fields: `splitStackSize`,
`splitClassID`, `splitTime`) and, on a matching WCID + stack-size within the
10-second window, runs `ACCWeenieObject::SetSelectedObject(this->id, 0)`
@0x0058E481 — a SELECTION transfer to the newly-materialized split result,
not effect suppression and nothing placement-related (verified against
`acclient_2013_pseudo_c.txt`; see
`docs/research/2026-08-04-c4-route-6-contract.md`). acdream's
`PendingSplitToWorldProjection`
(`src/AcDream.App/World/InventoryWorldDropProjectionController.cs`)
implements the 10-second recognition window (`RetailRecognitionSeconds`) but
has no selection dependency at all — the split result never becomes the
selected object after a ground split, and the container-split flavor
(`UIAttemptSplitToContainer`'s equivalent) records no marker at all.
**Root cause:** `InventoryWorldDropProjectionController`'s constructor takes
interaction / objects / runtime / hydration / clock and nothing selection-
related; `PendingSplitToWorldProjection.TryResolve` never calls anything
resembling `SetSelectedObject`.
**Files:** `src/AcDream.App/World/InventoryWorldDropProjectionController.cs`.
Whatever owns "currently selected object" client-side (search for
`selectedObjectId``ItemInteractionController` already takes one as a
`Func<uint>`, so the write side needs a matching setter/owner).
**Acceptance:** Split a partial stack to the ground; the newly-created pile
becomes the selected object (matching retail's post-split selection
behavior), with a 10-second recognition window identical to the existing
recovery window. Out of C4 scope — do not implement as part of a placement-
focused change; this is selection UX and mixing it into a placement closure
makes the landing un-reviewable (per the route 6 contract).
## #314 — Split recovery throws instead of recovering when the source's retained Movement/ServerControlledMove timestamps are nonzero
**Status:** OPEN
**Severity:** MEDIUM (can turn a normal split-to-ground into a client
exception instead of a placed item)
**Filed:** 2026-08-04
**Component:** physics / inventory / entity lifetime
**Description:** Discovered while writing C4 route 6's "split stack" / "new
GUID recovery" coverage tests
(`tests/AcDream.App.Tests/World/LiveEntityHydrationControllerTests.cs`,
`SplitSourceWithRetainedMovementTimestamps_ThrowsInsteadOfRecovering`).
`PendingSplitToWorldProjection.BuildSpawn`
(`src/AcDream.App/World/InventoryWorldDropProjectionController.cs:171-209`)
resets the top-level `MovementSequence` / `ServerControlSequence` to `0`
(`:201-202`) when constructing the synthetic spawn for the new split-result
GUID, but its `Physics.Timestamps` override list only touches `Position` /
`Teleport` / `ForcePosition` / `Instance` (`:182-188`) — it does NOT reset
`Physics.Timestamps.Movement` / `.ServerControlledMove` to match. Those two
fields instead retain the SOURCE item's original values verbatim.
`RuntimeEntityObjectLifetime.HasConsistentCreateIdentityAndParent`
(`src/AcDream.Runtime/Entities/RuntimeEntityObjectLifetime.cs:2321-2327`)
requires the flattened top-level sequence fields to agree exactly with the
embedded `PhysicsSpawnData.Timestamps` — by design, since they are two
projections of the same wire packet
(`RegisterEntityCore` throws `"CreateObject 0x{guid} has inconsistent
instance or parent projections."` at `:748-749` when they disagree). Retail's
per-object `update_times` timestamp channels are monotonic counters that do
NOT reset when an item re-enters a container, so any split source that ever
received a Movement or ServerControlledMove wire update during an earlier
stint with world presence (e.g. dropped once before, picked back up, split
again) carries nonzero values in exactly the two fields `BuildSpawn` forgets
to reset. The split recovery then throws `InvalidOperationException` instead
of completing the canonical create-placement transaction, inside
`InventoryWorldDropProjectionController.TryRecoverUnknownPosition` — an
unhandled exception on the ordinary network/UI event path.
**Root cause:** Asymmetric field reset in `BuildSpawn`'s two `with`
expressions — the top-level projection and the embedded `PhysicsSpawnData`
projection of the same synthetic spawn are constructed independently and
fell out of sync.
**Fix shape (not applied — C4 route 6 is a zero-production-line closure by
contract):** either also reset `Timestamps.Movement` / `.ServerControlledMove`
to `0` in `BuildSpawn`'s `Timestamps with { ... }` block, or don't reset the
top-level `MovementSequence` / `ServerControlSequence` at all and let them
inherit the source's values instead (whichever direction is retail-correct
needs a decompiled cross-check of what `UIAttemptSplitTo3D`'s resulting
CreateObject actually carries for these two channels — not established by
this filing).
**Files:** `src/AcDream.App/World/InventoryWorldDropProjectionController.cs:182-188,200-207`;
consumed by `src/AcDream.Runtime/Entities/RuntimeEntityObjectLifetime.cs:2321-2327`.
**Acceptance:** Split a stack of an item whose weenie has previously been
dropped to the ground and picked back up (so its retained Movement /
ServerControlledMove timestamp channels are nonzero) a second time; the
split result places normally instead of throwing.
## #315`runTeleportHook` builds a `Func<bool>` closure per network packet
**Status:** OPEN
**Severity:** LOW (real allocation regression, not correctness; not on the
per-frame resolve path Slice I's 0 B/resolve discipline governs)
**Filed:** 2026-08-04
**Component:** physics / networking
**Description:** Carried over from the C4 route 4b-3 round-2 architecture
reviews (both said defer, but flagged that route 5 will add a fourth call
site once it lands). Three `RunRemoteArmTail` call sites currently in
`src/AcDream.App/Physics/LiveEntityNetworkUpdateController.cs` each build a
`Func<bool>` delegate per inbound packet to pass into
`ApplyRemoteContactRouting`. This is a real allocation regression versus the
`3e002993` baseline, on the 5-10 Hz network packet path — not the per-frame
physics resolve path Slice I's zero-allocation discipline covers, so it did
not show up in that gate.
**Root cause:** `ApplyRemoteContactRouting`'s public signature takes a
`Func<bool>` parameter, and existing tests inject lambdas into it directly —
changing the signature to a non-allocating shape (a struct callback, a
cached delegate, or an explicit two-phase call) touches test call sites
across the file, which is why both round-2 reviews deferred it rather than
fixing it inline.
**Files:** `src/AcDream.App/Physics/LiveEntityNetworkUpdateController.cs`
`RunRemoteArmTail` call sites feeding `ApplyRemoteContactRouting`.
**Acceptance:** The three (four, once route 5 lands) `RunRemoteArmTail` call
sites do not allocate a fresh delegate per packet; existing
`ApplyRemoteContactRouting` tests continue to pass, updated for whatever
non-allocating shape replaces the `Func<bool>` parameter.
## C4 route 4b-1 review — park lifecycle — 2026-08-04
#309 and #310 filed from the route 4b-1 dual-review round; #311 filed from

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@ -94,10 +94,25 @@ same commit) → docs/handoff commit. No workarounds; no fused slices.
- The exact-Setup mover chain (`PrepareMover` /
`RuntimeSetPositionMoverPreparer.TryBuild` /
`IPreparedCollisionSource.ReadSetupCollision`) exists piecewise, unwired.
- Route-6 split-recovery creates need an effect-replay suppression signal;
route-7 needs `TryCommitParent`/`CommitWithdrawal` cancellation-symmetry
fixes and host-visible cancellation receipts; headless lacks any
parent-realize sequence (pre-existing, adjacent).
- **Corrected 2026-08-04 (C4 route 6 closure,
`docs/research/2026-08-04-c4-route-6-contract.md`): all three clauses
above were stale.** Route-6 split-recovery does NOT need an effect-replay
suppression signal — that premise was unsubstantiated; acdream's only
create-time effect replay is the F754/F755 queue drain keyed by server
GUID, and the one plausible mechanism (a cloned `DefaultScriptType`
surviving `BuildSpawn`) never fires at create in either client
(`CPhysicsObj::play_default_script @0x005132B0`/`@0x00513300` has exactly
two callers, both animation hooks, verified against
`acclient_2013_pseudo_c.txt`). Route-7's `TryCommitParent`/
`CommitWithdrawal` cancellation-symmetry fixes and host-visible
cancellation receipts were BOTH closed at C0 (see the C0 slice below).
What actually remains for route 7: the child's canonical cell has two
writers (Runtime commits it cell-less unconditionally in
`CommitAcceptedParentCellless`, while `EquippedChildRenderController
.TickChild` re-cells it from a per-frame render tick), and headless has no
`EquippedChildRenderController` at all, so every headless parented child
stays cell-less forever — the same defect seen from two sides, not two
separate gaps.
## Slices

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@ -0,0 +1,124 @@
# C4 route 6 — drops and split-recovery: pinned contract (2026-08-04)
Scoped in
[`2026-08-04-c4-routes-6-7-scoping.md`](2026-08-04-c4-routes-6-7-scoping.md)
§6. Pinned after route 4b-3 landed (`6dc7ba51`, gate passed `21cd6e9b`).
**Route 6 requires ZERO production lines.** It is a closure, not a slice: C3c
(`529e0e9d`) already flipped both hosts' Create paths onto the residence lease,
and a dropped item is byte-for-byte route 1's create classification. The
deliverable is evidence + coverage tests + one planning-record correction.
**If implementing this contract requires a production change, STOP AND REPORT.**
A production diff here means the scoping's central finding is wrong, and that
is a finding worth more than the slice.
## Why there is nothing to build
A dropped item is an ordinary non-local CreateObject:
`RuntimePositionEntityKind.Remote`, `RuntimeCreateResidenceKind.TopLevel`,
`ClassifyCreate` → disposition `SetPosition` with
`InitialCreateFlags = Placement | Slide`. Route 6 is a *source* of route-1
traffic, not a route of its own.
Both drop flavours already converge on the canonical transaction:
- **Whole-item drop**`ItemInteractionController.ExecutePlacementActions`'s
`DropToWorld` case sends the drop with no physics and no position; the
server's CreateObject returns through
`LiveEntityHydrationController.OnCreate``RegisterLiveEntity`
`RegisterEntityWithInitialResidence`.
- **Split-to-world**`InventoryWorldDropProjectionController`'s
`TryRecoverUnknownPosition` calls **the identical `_hydration.OnCreate`
entry point**. Same residence lease, same conductor, same placement.
So the campaign handoff's route-6 requirement ("`TryRecoverUnknownPosition`
may create the logical object, but it must enter the same canonical
create-placement transaction") is already met, by C3c, with zero route-6 code.
## The false premise this closure exists to retire
`docs/plans/2026-08-02-placement-cutover.md:98-100` states route-6
split-recovery creates "need an effect-replay suppression signal". **That is
unsubstantiated and must be corrected in this landing.**
acdream's only create-time effect replay is the F754/F755 queue drain keyed by
server GUID (`EntityEffectController.ReplayPendingForLiveEntity`), written only
by inbound `PlayPhysicsScript`/`PlayPhysicsScriptType` for that exact GUID. A
fresh split GUID has nothing queued unless ACE actually sent an effect for it,
and draining it then is retail's own behaviour
(`SmartBox::HandlePlayScriptID` @0x00452020 / `HandlePlayScriptType`
@0x00452070 queue while absent; `HandleCreateObject` @0x00454C80 drains).
The one plausible mechanism — a cloned `DefaultScriptType` surviving
`BuildSpawn`**does not fire at create in either client.** acdream's
`PlayDefault` has exactly two callers, both animation hooks
(`DefaultScriptHook`, `DefaultScriptPartHook`). Retail matches:
`CPhysicsObj::play_default_script` @0x005132B0 / @0x00513300 is reached only
from `ACCWeenieObject::DoCollision` @0x0058C3A0 (call @0x0058C3B4) and the
animation-hook dispatcher (@0x00526C08, @0x00526C14). **Neither client plays a
default script from `set_description` or CreateObject.**
**Verify both retail claims yourself before relying on them.**
## Retail truth for split-recovery marking
`ACCWeenieObject::UIAttemptSplitTo3D` @0x0058D850 records exactly three fields:
`splitStackSize` @0x0058D8A2, `splitClassID` @0x0058D8A8, `splitTime`
@0x0058D8AE. `UIAttemptSplitToContainer` @0x0058D7D0 records the identical
three. The consumer is `ACCWeenieObject::DeclareValid` @0x0058E340, whose
recovery action is `SetSelectedObject(this->id, 0)` @0x0058E481 — **a SELECTION
transfer, with a 10-second expiry @0x0058E49F-@0x0058E4B2. Not effect
suppression, and nothing placement-related.**
`ACCWeenieObject::UIAttemptPutIn3D` @0x0058D700 (whole-item drop) records no
marker at all and performs no placement.
## Deliverables
1. **Coverage tests, 150-250 lines**, against the now-flipped path — the list
the campaign handoff names: whole item, split stack, new GUID, second drop
position, unavailable destination, newer Position arriving while waiting.
Note "attached child becoming a world root" from that list is **NOT route
6's** — it is a cell-less Position on an existing entity, owned by 4b-3.
2. **R6-c settled by assertion, not by argument.** `BuildSpawn` clones
`Children` / `Movement` / `AnimationFrame` / `SetupTableId` wholesale from
the source. Expected inert for a stackable inventory item but never
measured. Assert it in the tests rather than reasoning about it.
3. **The plan correction** at `docs/plans/2026-08-02-placement-cutover.md:98-100`.
All three clauses are stale: the effect-replay premise is unsubstantiated
(above), and route 7's `TryCommitParent`/`CommitWithdrawal`
cancellation-symmetry and host-visible cancellation receipts were BOTH
closed at C0. Replace with what actually remains: route 7's child-cell
two-writer split and the headless parent-realize gap.
4. **R6-a filed as an issue, NOT implemented here.** `DeclareValid`'s
`SetSelectedObject` is not ported and the container-split flavour has no
marker. That is selection UX, not placement; mixing it into a placement
closure makes the landing un-reviewable. Add to `docs/ISSUES.md`.
## What must remain true
- **Zero production lines.** No `src/**` change. See the stop condition above.
- **Tests must fail against broken behaviour.** No source-text pins, no
tautologies. The 4b-3 lesson (round-2 finding B1): a test asserting only what
must NOT happen cannot detect a deleted write — assert the positive half too.
- AP-124 (the WCID/count approximation in the recovery match) stays open and
registered; retiring it needs ACE to send CreateObject to the initiator, not
a client change.
## Gates
- Complete Release suite. **Baseline 11,013 passed / 4 skipped / 0 failed** at
`6dc7ba51` — measure and record; do not inherit. Known flakes, do not chase
and do not conflate: #302 (`PortalProjectionTests`, GC-allocation) and #308
(`NakEmissionTests.LossSoak_…`, wall-clock, full-suite load only).
- **Connected gate (user-run), cheap and directly visible:** drop a whole item
on open ground — it must land at your feet, resting, immediately pickable.
Split a partial stack to the ground — correct quantity on the pile, remainder
in inventory. Drop a second item within ~1 m — both remain visible and
separately pickable. Repeat once indoors and once after a portal recall. Walk
two landblocks away and back — both piles still there, still pickable.
**Regressions:** item at world origin or your *previous* position (stale
pose); invisible but blocking (#184 class); sunk into or floating above the
floor; not pickable; the split pile never appears (recovery window failed);
the second drop swallowed by the first.

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@ -3,6 +3,7 @@ using AcDream.App.Input;
using AcDream.App.Rendering;
using AcDream.App.Rendering.Scene;
using AcDream.App.Streaming;
using AcDream.App.UI;
using AcDream.App.World;
using AcDream.Core.Items;
using AcDream.Core.Net;
@ -10,6 +11,7 @@ using AcDream.Core.Net.Messages;
using AcDream.Core.Physics;
using AcDream.Core.World;
using AcDream.Runtime.Entities;
using AcDream.Runtime.Gameplay;
namespace AcDream.App.Tests.World;
@ -2038,6 +2040,368 @@ public sealed class LiveEntityHydrationControllerTests
Assert.Equal(1, second.ApplyCount);
}
// C4 route 6 (docs/research/2026-08-04-c4-route-6-contract.md): drops and
// split-recovery require zero production lines -- C3c already flipped
// both hosts' Create paths onto the canonical residence lease, and a
// dropped item is byte-for-byte route 1's create classification. These
// tests measure that convergence end-to-end through the same Fixture the
// rest of this file uses, plus a small real ItemInteractionController
// (DropHarness) to drive the actual dispatch surface a player action
// uses.
[Fact]
public void WholeItemDrop_DispatchesNoSplitMarkerAndEntersCanonicalCreatePlacementTransaction()
{
using var fixture = new Fixture(originKnown: true);
var drop = new DropHarness(fixture);
const uint itemGuid = 0x50000B01u;
fixture.Controller.OnCreate(ItemSpawn(
itemGuid, position: null, containerId: DropHarness.PlayerGuid, stackSize: null));
bool dispatched = false;
drop.Interaction.WorldDropDispatched += _ => dispatched = true;
var payload = new ItemDragPayload(
itemGuid, ItemDragSource.Inventory, SourceSlot: 0, SourceCell: new UiItemSlot());
Assert.True(drop.Interaction.DropToWorld(payload));
// Retail's UIAttemptPutIn3D @0x0058D700 records no split marker for a
// whole-item drop (only UIAttemptSplitTo3D / UIAttemptSplitToContainer
// do); the split-recovery machinery must stay dormant.
Assert.False(dispatched);
// The server's CreateObject for the dropped item returns through the
// ordinary wire pump -- model that directly, bypassing the (dormant)
// split projection entirely, and confirm it lands in the same
// canonical create-placement transaction as any other TopLevel
// create (RuntimeInitialCreateResidenceState.cs:600-606). A fresh
// world-visible incarnation carries a new InstanceSequence (retail's
// instance_ts): the item's contained CreateObject and its
// now-dropped CreateObject are not the same generation.
fixture.Controller.OnCreate(ItemSpawn(
itemGuid,
position: new CreateObject.ServerPosition(Cell, 10f, 10f, 5f, 1f, 0f, 0f, 0f),
containerId: 0u,
stackSize: null,
instanceSequence: 2));
Assert.True(fixture.Runtime.TryGetRecord(itemGuid, out LiveEntityRecord record));
Assert.NotNull(record.WorldEntity);
Assert.True(record.InitialHydrationCompleted);
Assert.Equal(1, fixture.Resources.RegisterCount);
}
[Fact]
public void SplitSourceWithRetainedMovementTimestamps_ThrowsInsteadOfRecovering()
{
// DISCOVERED DEFECT (2026-08-04, C4 route 6 evidence-gathering; NOT
// fixed here -- the contract requires zero production lines and
// directs stop-and-report instead of a speculative fix).
//
// BuildSpawn resets the top-level MovementSequence /
// ServerControlSequence to 0 (InventoryWorldDropProjectionController
// .cs:200-201) but its Timestamps `with` override list only touches
// Position / Teleport / ForcePosition / Instance
// (InventoryWorldDropProjectionController.cs:182-188) -- it does NOT
// correspondingly reset Physics.Timestamps.Movement /
// .ServerControlledMove. Retail's per-object update_times channels
// are monotonic counters that do not reset when an item re-enters a
// container, so a split source that EVER received a Movement or
// ServerControlledMove wire update during an earlier stint with
// world presence (e.g. dropped once before, picked back up, split
// again) carries nonzero values in exactly those two Timestamps
// fields. The resulting spawn then fails
// RuntimeEntityObjectLifetime.HasConsistentCreateIdentityAndParent
// (:2321-2327), and split recovery THROWS instead of completing the
// canonical create-placement transaction -- which is exactly the
// property route 6's "enters the same canonical transaction" claim
// depends on holding unconditionally. See the final report for the
// recommended follow-up.
using var fixture = new Fixture(originKnown: true);
var drop = new DropHarness(fixture);
const uint sourceGuid = 0x50000C40u;
WorldSession.EntitySpawn baseSource = ItemSpawn(
sourceGuid, position: null, containerId: DropHarness.PlayerGuid, stackSize: 6);
WorldSession.EntitySpawn source = baseSource with
{
MovementSequence = 2,
ServerControlSequence = 6,
Physics = baseSource.Physics!.Value with
{
Timestamps = baseSource.Physics.Value.Timestamps with
{
Movement = 2,
ServerControlledMove = 6,
},
},
};
fixture.Controller.OnCreate(source);
Assert.True(drop.DispatchSplit(sourceGuid, stackSize: 6, splitAmount: 1));
const uint splitResultGuid = 0x80000D01u;
InvalidOperationException exception = Assert.Throws<InvalidOperationException>(() =>
drop.Projection.TryRecoverUnknownPosition(
DropPositionUpdate(splitResultGuid, x: 30f)));
Assert.Contains(
"inconsistent instance or parent projections", exception.Message);
}
[Fact]
public void SplitToWorld_NewGuidPositionRecovery_EntersSameCanonicalTransactionAsDrop()
{
using var fixture = new Fixture(originKnown: true);
var drop = new DropHarness(fixture);
const uint sourceGuid = 0x50000C01u;
fixture.Controller.OnCreate(ItemSpawn(
sourceGuid, position: null, containerId: DropHarness.PlayerGuid, stackSize: 10));
Assert.True(drop.DispatchSplit(sourceGuid, stackSize: 10, splitAmount: 3));
const uint splitResultGuid = 0x80000901u;
Assert.False(fixture.Runtime.TryGetSnapshot(splitResultGuid, out _));
bool recovered = drop.Projection.TryRecoverUnknownPosition(
DropPositionUpdate(splitResultGuid, x: 15f));
Assert.True(recovered);
Assert.True(fixture.Runtime.TryGetSnapshot(
splitResultGuid, out WorldSession.EntitySpawn spawn));
Assert.Equal(3, spawn.StackSize);
Assert.Equal(0u, spawn.ContainerId);
Assert.True(fixture.Runtime.TryGetRecord(splitResultGuid, out LiveEntityRecord record));
Assert.NotNull(record.WorldEntity);
Assert.Equal(1, fixture.Resources.RegisterCount);
}
[Fact]
public void SecondSplitDrop_ResolvesIndependentlyWithoutClobberingFirst()
{
using var fixture = new Fixture(originKnown: true);
var drop = new DropHarness(fixture);
const uint firstSource = 0x50000C10u;
const uint secondSource = 0x50000C20u;
fixture.Controller.OnCreate(ItemSpawn(
firstSource, position: null, containerId: DropHarness.PlayerGuid, stackSize: 5));
fixture.Controller.OnCreate(ItemSpawn(
secondSource, position: null, containerId: DropHarness.PlayerGuid, stackSize: 8));
Assert.True(drop.DispatchSplit(firstSource, stackSize: 5, splitAmount: 2));
const uint firstResult = 0x80000A01u;
Assert.True(drop.Projection.TryRecoverUnknownPosition(
DropPositionUpdate(firstResult, x: 11f)));
// ACE confirms the first split by updating the remaining stack; that
// is also what clears ItemInteractionController's one-at-a-time
// pending-request gate so a second request can dispatch, exactly as
// retail's IsPlayerReadyToMakeInventoryRequest requires.
fixture.Objects.UpdateStackSize(firstSource, 3, 0);
Assert.True(drop.DispatchSplit(secondSource, stackSize: 8, splitAmount: 4));
const uint secondResult = 0x80000A02u;
Assert.True(drop.Projection.TryRecoverUnknownPosition(
DropPositionUpdate(secondResult, x: 12f, positionSequence: 6)));
Assert.True(fixture.Runtime.TryGetSnapshot(
firstResult, out WorldSession.EntitySpawn firstSpawn));
Assert.True(fixture.Runtime.TryGetSnapshot(
secondResult, out WorldSession.EntitySpawn secondSpawn));
Assert.Equal(2, firstSpawn.StackSize);
Assert.Equal(4, secondSpawn.StackSize);
Assert.Equal(11f, firstSpawn.Position!.Value.PositionX);
Assert.Equal(12f, secondSpawn.Position!.Value.PositionX);
Assert.Equal(2, fixture.Resources.RegisterCount);
}
[Fact]
public void UnknownPositionWithNoPendingSplit_IsRejectedWithoutCreatingAnything()
{
using var fixture = new Fixture(originKnown: true);
var drop = new DropHarness(fixture);
const uint unrelatedGuid = 0x80000B01u;
bool recovered = drop.Projection.TryRecoverUnknownPosition(
DropPositionUpdate(unrelatedGuid, x: 20f));
Assert.False(recovered);
Assert.False(fixture.Runtime.TryGetSnapshot(unrelatedGuid, out _));
Assert.Equal(0, fixture.Resources.RegisterCount);
}
[Fact]
public void NewerPositionAfterPendingConsumed_DoesNotReopenOrDoubleRegister()
{
using var fixture = new Fixture(originKnown: true);
var drop = new DropHarness(fixture);
const uint sourceGuid = 0x50000C30u;
fixture.Controller.OnCreate(ItemSpawn(
sourceGuid, position: null, containerId: DropHarness.PlayerGuid, stackSize: 6));
Assert.True(drop.DispatchSplit(sourceGuid, stackSize: 6, splitAmount: 1));
const uint firstUnknown = 0x80000C01u;
const uint secondUnknown = 0x80000C02u;
Assert.True(drop.Projection.TryRecoverUnknownPosition(
DropPositionUpdate(firstUnknown, x: 21f)));
// A second, newer Position for a DIFFERENT unknown guid arrives after
// the one pending split identity is already consumed. Retail's
// static split identity (UIAttemptSplitTo3D @0x0058D850) is
// single-slot; there is nothing left to recognize this packet
// against, so it must fall through untouched rather than being
// mistaken for a second recovery.
bool secondRecovered = drop.Projection.TryRecoverUnknownPosition(
DropPositionUpdate(secondUnknown, x: 22f, positionSequence: 6));
Assert.False(secondRecovered);
Assert.False(fixture.Runtime.TryGetSnapshot(secondUnknown, out _));
Assert.True(fixture.Runtime.TryGetSnapshot(firstUnknown, out _));
Assert.Equal(1, fixture.Resources.RegisterCount);
}
private static WorldSession.EntitySpawn ItemSpawn(
uint guid,
CreateObject.ServerPosition? position,
uint? containerId,
int? stackSize,
string name = "test item",
ushort instanceSequence = 1)
{
// Movement / ServerControlledMove timestamps are held at 0 (both here
// and at the top-level EntitySpawn projection below) to model the
// common baseline of an item that has never received a Movement or
// ServerControlledMove wire update while contained -- see
// SplitSourceWithRetainedMovementTimestamps_ThrowsInsteadOfRecovering
// below for what happens (a discovered defect, not exercised by this
// helper) when a split source's retained timestamps are nonzero
// instead.
var timestamps = new PhysicsTimestamps(
1, 0, 1, 1, 0, 0, 0, 1, instanceSequence);
var physics = new PhysicsSpawnData(
RawState: (uint)PhysicsStateFlags.ReportCollisions,
Position: position,
Movement: null,
AnimationFrame: null,
SetupTableId: 0x02000050u,
MotionTableId: 0x09000050u,
SoundTableId: null,
PhysicsScriptTableId: null,
Parent: null,
Children: null,
Scale: null,
Friction: null,
Elasticity: null,
Translucency: null,
Velocity: null,
Acceleration: null,
AngularVelocity: null,
DefaultScriptType: null,
DefaultScriptIntensity: null,
Timestamps: timestamps);
return new WorldSession.EntitySpawn(
Guid: guid,
Position: position,
SetupTableId: 0x02000050u,
AnimPartChanges: [],
TextureChanges: [],
SubPalettes: [],
BasePaletteId: null,
ObjScale: null,
Name: name,
ItemType: (uint)ItemType.Misc,
MotionState: null,
MotionTableId: 0x09000050u,
PhysicsState: (uint)PhysicsStateFlags.ReportCollisions,
WeenieClassId: 273u,
StackSize: stackSize,
StackSizeMax: 1000,
ContainerId: containerId,
InstanceSequence: instanceSequence,
MovementSequence: 0,
ServerControlSequence: 0,
PositionSequence: 1,
Physics: physics);
}
private static WorldSession.EntityPositionUpdate DropPositionUpdate(
uint guid,
float x,
ushort positionSequence = 5) =>
new(
guid,
new CreateObject.ServerPosition(Cell, x, 12f, 6f, 1f, 0f, 0f, 0f),
Velocity: Vector3.Zero,
// Open-ground placement, not resting against another object's
// contact frame -- matches ItemSpawn's source AnimationFrame:
// null. BuildSpawn forwards this straight to the top-level
// PlacementId without touching Physics.AnimationFrame
// (InventoryWorldDropProjectionController.cs:206), so the two
// must already agree in the source for the recovered spawn to
// pass HasConsistentCreateIdentityAndParent's
// PlacementId == Physics.AnimationFrame check.
PlacementId: null,
IsGrounded: true,
InstanceSequence: 1,
PositionSequence: positionSequence,
TeleportSequence: 0,
ForcePositionSequence: 0);
/// <summary>
/// A minimal, real <see cref="ItemInteractionController"/> +
/// <see cref="InventoryWorldDropProjectionController"/> pair wired to a
/// shared <see cref="Fixture"/>, for exercising the actual drop/split
/// dispatch surface a player action drives (rather than reaching into
/// <c>PendingSplitToWorldProjection</c> directly, which the sibling
/// PendingSplitToWorldProjectionTests already covers at the unit level).
/// </summary>
private sealed class DropHarness
{
public const uint PlayerGuid = 0x50000001u;
public readonly ItemInteractionController Interaction;
public readonly InventoryWorldDropProjectionController Projection;
public readonly StackSplitQuantityState SplitQuantity = new();
public uint SelectedObject;
public DropHarness(Fixture fixture)
{
fixture.Objects.AddOrUpdate(new ClientObject
{
ObjectId = PlayerGuid,
Name = "Player",
Type = ItemType.Creature,
});
var shared = new InventoryTransactionState(fixture.Objects);
var runtimeTransactions = new RuntimeInteractionTransactionState(shared);
Interaction = new ItemInteractionController(
fixture.Objects,
runtimeTransactions,
new InteractionState(),
playerGuid: () => PlayerGuid,
sendUse: null,
sendUseWithTarget: null,
sendWield: null,
sendDrop: _ => { },
sendSplitToWorld: (_, _) => { },
selectedObjectId: () => SelectedObject,
stackSplitQuantity: SplitQuantity,
playerOnGround: () => true);
Projection = new InventoryWorldDropProjectionController(
Interaction,
fixture.Objects,
fixture.Runtime,
fixture.Controller,
() => 100.0);
}
public bool DispatchSplit(uint itemGuid, uint stackSize, uint splitAmount)
{
SelectedObject = itemGuid;
SplitQuantity.Reset(stackSize);
SplitQuantity.SetValue(splitAmount);
var payload = new ItemDragPayload(
itemGuid,
ItemDragSource.Inventory,
SourceSlot: 0,
SourceCell: new UiItemSlot());
return Interaction.DropToWorld(payload);
}
}
private const uint Guid = 0x70000001u;
private const uint Cell = 0x01010001u;

View file

@ -82,6 +82,52 @@ public sealed class PendingSplitToWorldProjectionTests
Assert.False(pending.HasPending);
}
[Fact]
public void Resolve_ClonesRelationshipAndAnimationStateWholesaleFromSource()
{
// R6-c (docs/research/2026-08-04-c4-route-6-contract.md): BuildSpawn's
// `source with { ... }` override list does not touch Physics.Children,
// Physics.Movement, Physics.AnimationFrame, or the top-level
// SetupTableId, so they clone byte-for-byte from the pre-split source
// rather than resetting. That was documented but never measured —
// assert it directly instead of reasoning about it. (Whether a live
// split source ever actually carries non-default values here is a
// separate, unmeasured question; nothing in the create-time pipeline
// reads PhysicsSpawnData.Children at all, and
// RuntimeRemoteBodyDescription.Construct only acts on Movement when
// RawData is non-empty — a resting inventory stack has none.)
var pending = new PendingSplitToWorldProjection();
WorldSession.EntitySpawn baseSource = SourceSpawn();
WorldSession.EntitySpawn source = baseSource with
{
SetupTableId = 0x0200ABCDu,
Physics = baseSource.Physics!.Value with
{
Children = new[] { new PhysicsAttachment(0x50000ABCu, 3u) },
Movement = new PhysicsMovementData(
new byte[] { 1, 2, 3 },
MotionState: null,
IsAutonomous: true),
AnimationFrame = 42u,
},
};
pending.Record(9u, source, amount: 2u, now: 1.0);
Assert.True(pending.TryResolve(
PositionUpdate(0x80000777u),
now: 1.5,
out WorldSession.EntitySpawn spawn));
Assert.Equal(source.SetupTableId, spawn.SetupTableId);
PhysicsSpawnData physics = Assert.IsType<PhysicsSpawnData>(spawn.Physics);
Assert.True(physics.Children.HasValue);
Assert.Equal(
source.Physics!.Value.Children!.Value.ToArray(),
physics.Children!.Value.ToArray());
Assert.Equal(source.Physics.Value.Movement, physics.Movement);
Assert.Equal(source.Physics.Value.AnimationFrame, physics.AnimationFrame);
}
[Fact]
public void Resolve_SourceGuidDoesNotConsumePendingIdentity()
{