refactor(runtime): own projectile simulation

Move projectile component identity, prediction invalidation, spatial worksets, authoritative corrections, and the retail physics step into AcDream.Runtime. Keep App as the DAT-shape and presentation adapter so ACE outcomes and visible behavior remain unchanged.
This commit is contained in:
Erik 2026-07-26 14:17:42 +02:00
parent fce8e7b18e
commit 2aee33569f
19 changed files with 1255 additions and 335 deletions

View file

@ -3,6 +3,7 @@ using System.Reflection;
using AcDream.App.Physics;
using AcDream.App.Rendering;
using AcDream.App.World;
using AcDream.Core.Physics;
namespace AcDream.App.Tests.World;
@ -161,6 +162,18 @@ public sealed class GameWindowLiveEntityCompositionTests
Assert.Equal(
typeof(LiveWorldOriginState),
Assert.Single(projectileFields, field => field.Name == "_origin").FieldType);
Assert.Equal(
typeof(RuntimeProjectilePhysicsUpdater),
Assert.Single(
projectileFields,
field => field.Name == "_runtimeUpdater").FieldType);
Assert.DoesNotContain(
projectileFields,
field => field.FieldType == typeof(PhysicsEngine)
|| field.FieldType == typeof(ProjectilePhysicsStepper)
|| field.FieldType.IsGenericType
&& field.FieldType.GetGenericTypeDefinition()
== typeof(Dictionary<,>));
Assert.DoesNotContain(
projectileFields,
field => typeof(Delegate).IsAssignableFrom(field.FieldType)