fix(interaction): restore distant use after runtime cutover

Runtime GetObjectA lookup became intentionally non-constructing, so static doors and corpses entered MoveToObject without a physics host and their target snapshot timed out at the origin. Ensure the canonical minimal host exists before routing the server move.

Runtime first-entry also grounds the local player before graphical PartArray attachment. That could leave an unmatched startup CMotionInterp node ahead of all later use and cast motion. Drain matched PartArray entries first, then retire only the impossible pre-attach suffix at the presentation attach boundary.

Add focused regressions for static-target host materialization and attach-order reconciliation. User verified near and distant object use in the connected client; focused App tests pass 3/3.
This commit is contained in:
Erik 2026-08-03 09:36:53 +02:00
parent 670f307c84
commit 1fc529cdcb
4 changed files with 183 additions and 1 deletions

View file

@ -37,6 +37,32 @@ public sealed class C3cF2AutoEntryWiringTests
StringComparison.Ordinal);
}
[Fact]
public void PlayerPresentationAttach_DrainsMatchedAnimationsBeforeStartupMotionSuffix()
{
string source = ReadSource("Input", "PlayerModeController.cs");
int attach = source.IndexOf(
"controller.Motion.DefaultSink =",
StringComparison.Ordinal);
int animationDrain = source.IndexOf(
"sequencer.Manager.HandleEnterWorld();",
attach,
StringComparison.Ordinal);
int unmatchedMotionDrain = source.IndexOf(
"controller.Motion.HandleExitWorld();",
animationDrain,
StringComparison.Ordinal);
Assert.True(attach >= 0, "The player animation sink was not attached.");
Assert.True(
animationDrain > attach,
"Matching PartArray animations must drain after attaching the sink.");
Assert.True(
unmatchedMotionDrain > animationDrain,
"Only the unmatched pre-attach interpreter suffix may drain last.");
}
private static string ReadSource(params string[] relativePath)
{
DirectoryInfo? directory = new(AppContext.BaseDirectory);