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.
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19 changed files with 1255 additions and 335 deletions
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@ -53,11 +53,6 @@ public sealed class LiveEntityRuntimeTests
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public PhysicsBody Body { get; } = new();
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}
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private sealed class ProjectileRuntime(PhysicsBody body) : ILiveEntityProjectileRuntime
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{
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public PhysicsBody Body { get; } = body;
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}
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private sealed class FailingRegisterResources : ILiveEntityResourceLifecycle
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{
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public int RegisterCount { get; private set; }
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@ -427,10 +422,12 @@ public sealed class LiveEntityRuntimeTests
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Assert.True(runtime.TryGetRecord(guid, out LiveEntityRecord record));
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var animation = new AnimationRuntime(entity);
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var remote = new RemoteMotionRuntime();
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var projectile = new ProjectileRuntime(remote.Body);
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runtime.SetAnimationRuntime(guid, animation);
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runtime.SetRemoteMotionRuntime(guid, remote);
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runtime.SetProjectileRuntime(guid, projectile);
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IRuntimeProjectile projectile = runtime.BindProjectileRuntime(
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guid,
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remote.Body,
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new ProjectileCollisionSphere(Vector3.Zero, 0.25f));
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Assert.True(runtime.IsCurrentSpatialAnimation(record, animation));
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Assert.True(runtime.IsCurrentSpatialRemoteMotion(record, remote));
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