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

@ -422,7 +422,7 @@ public sealed class LiveEntityLifecycleStressTests
randomUnit: () => 0.5,
canAdvanceOwner: ownerId => _effects?.CanAdvanceOwner(ownerId) ?? true);
EntityObjects = new RuntimeEntityObjectLifetime();
EntityObjects = new RuntimeEntityObjectLifetime(Engine);
Runtime = new LiveEntityRuntime(
Spatial,
new DelegateLiveEntityResourceLifecycle(
@ -463,7 +463,7 @@ public sealed class LiveEntityLifecycleStressTests
Poses);
_effects = Effects;
Router.Register(Effects);
Projectiles = new ProjectileController(Runtime, Engine);
Projectiles = new ProjectileController(Runtime);
LiveLights = new LiveEntityLightController(
Runtime,
Poses,