feat(ui): AD-109 — arm the login wormhole at the char-select Enter click
USER-DIRECTED deviation from retail (register row AD-109, same commit): retail presents the empty pre-player gameplay screen — black behind the retained UI — from the Enter click (CPlayerSystem::LogOnCharacter @0x0055F890 -> CM_Login::SendNotice_BeginEnterWorld @0x006AD810, UI mode 0x10000008) until CreatePlayer raises SmartBox::teleport_in_progress @0x00451C20 and gmSmartBoxUI::UseTime @0x004D6EAB begins TAS_TUNNEL. The user prefers the tunnel to cover that whole wait. - ILocalPlayerTeleportNetworkSink.ArmLoginTunnel: begins the login wormhole presentation at the Enter click, consuming the sequencer's begin-edge events SYNCHRONOUSLY (the Enter command blocks the update thread for the whole ServerReady round trip, so a deferred first tick would leave exactly the black window this deviation removes). The enter cue plays at the click: retail's own rule is cue-at-animation- begin (Sound_UI_EnterPortal @0x004D638E, unconditional inside BeginTeleportAnimation), and the animation begin moved to the click. - Armed pre-reveal pump: tunnel animates across the round trip (worldReady pinned false, sequencer holds in Tunnel); the hold clock accumulates from the click. - Adoption: the Runtime login reveal ADOPTS the running presentation (no re-Begin, no second cue); rejected EnterWorld (lifecycle back to AwaitingSelection) disarms and retires the tunnel. - Wired at the ONE host edge every entry route shares: ILiveSessionLifecycleHost.ApplySelectedCharacter (direct connect, roster Enter, enter-after-create) via LiveSessionSelectionBindings.ArmLoginTunnel (default no-op keeps headless and every existing construction site unchanged). - ILocalPlayerLoginLifecycleSource: typed seam (not a stored delegate — the frame-phase owner delegate-field guard) projecting the Runtime character-selection lifecycle for the disarm edge. - Frame contract update: [login-frames] over a login is tunnel -> world from the click — no void, and no black between click and world. Tests: 4 new armed-tunnel tests (arm/adopt/disarm/frame-shape); App suite live-DAT 5516 passed / 3 skipped (baseline 5512/3 + 4 new). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
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10 changed files with 437 additions and 13 deletions
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@ -1020,7 +1020,12 @@ internal sealed class SessionPlayerCompositionPhase
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presentation,
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// C4 route 3: the portal arm shares route 2's Runtime
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// SetPosition drive controller.
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acceptedPositionDrive);
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acceptedPositionDrive,
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// Enter-click round (2026-08-17): resolved per call — the
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// armed pre-reveal tunnel projects the Runtime
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// character-selection lifecycle to disarm on a rejected
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// EnterWorld (see the controller's field doc).
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new RuntimeLoginLifecycleSource(d.Runtime));
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LocalPlayerTeleportController CreateLocalTeleportWithTunnel(
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PortalTunnelPresentation portalTunnel)
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@ -188,7 +188,13 @@ internal sealed class LiveSessionRuntimeFactory
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SetChatIdentity: _domain.Communication.Chat.SetLocalPlayerGuid,
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MarkPersistent: _world.WorldState.MarkPersistent,
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SetVanishProbeIdentity: id => EntityVanishProbe.PlayerGuid = id,
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ClearCombat: _domain.Actions.Combat.Clear),
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ClearCombat: _domain.Actions.Combat.Clear,
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// Enter-click round (2026-08-17): the login wormhole arms at
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// the selected-character edge — before the EnterWorld wire
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// send on every entry route — so the tunnel covers the whole
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// server round-trip (registered deviation; retail shows
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// black until CreatePlayer).
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ArmLoginTunnel: _world.Teleport.ArmLoginTunnel),
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EnteredWorld: new(
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SetActiveCharacter: _interaction.Settings.SetActiveCharacter,
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RestoreLayout: () =>
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@ -15,9 +15,14 @@ internal static class RenderPresentationDiagnostics
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/// classification for the login wormhole edges. When set, every completed
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/// render frame is classified by WHAT PRESENTED — <c>world</c> /
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/// <c>tunnel</c> / <c>black</c> / <c>void</c> — and a <c>[login-frames]</c>
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/// line is written on every classification transition. The gate contract
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/// is retail's: the sequence over a login must contain NO <c>void</c>
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/// entry on either edge (black → tunnel → world, each swap atomic).
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/// line is written on every classification transition. The gate contract:
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/// the sequence over a login must contain NO <c>void</c> entry on either
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/// edge, and — since the enter-click round's click-armed tunnel
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/// (registered deviation from retail's pre-CreatePlayer black) — no
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/// <c>black</c> entry between the Enter click and the world either: the
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/// sequence from the click is tunnel → world, each swap atomic.
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/// (<c>black</c> remains legal BEFORE the click — it is the
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/// character-select screen's own backdrop.)
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/// Not a user setting; not in <c>RuntimeOptions</c>; not persisted.
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/// </summary>
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public static bool ProbeLoginFrames { get; } =
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@ -160,8 +160,18 @@ internal sealed class LocalPlayerTeleportRenderStateSource
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/// backdrop had no retail counterpart and presented as the gate's
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/// entry-edge VOID (2026-08-17). Both flags flip on the update thread
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/// (the login activation tick flips ChaseModeEverEntered AND makes the
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/// tunnel visible before the next render), so the black → tunnel → world
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/// tunnel visible before the next render), so the cover → tunnel → world
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/// sequence swaps atomically per frame.
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///
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/// <para>
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/// Enter-click round (2026-08-17): with the click-armed login tunnel
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/// (registered user-directed deviation — see
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/// <c>ILocalPlayerTeleportNetworkSink.ArmLoginTunnel</c>) the tunnel
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/// scene becomes visible AT the Enter click, so retail's bare-black
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/// CreatePlayer window normally never presents; the second arm remains
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/// the char-select backdrop and the fallback for any unarmed pre-world
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/// frame.
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/// </para>
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/// </summary>
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public bool IsPortalViewportVisible =>
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_teleport.IsPortalViewportVisible || _login.IsWaitingForLogin;
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@ -40,6 +40,24 @@ internal interface ILocalPlayerTeleportNetworkSink
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/// </summary>
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void OnLocalPlayerFirstEntryCompleted();
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/// <summary>
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/// Enter-click round (2026-08-17): arm the login wormhole PRESENTATION at
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/// the character-select Enter click (and its direct-connect /
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/// enter-after-create equivalents), BEFORE the EnterWorld server
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/// round-trip. This is a REGISTERED user-directed deviation from retail:
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/// retail shows the empty pre-player gameplay screen (black behind the
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/// UI) from <c>CPlayerSystem::LogOnCharacter @ 0x0055F890</c> /
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/// <c>CM_Login::SendNotice_BeginEnterWorld @ 0x006AD810</c> until
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/// CreatePlayer flips <c>SmartBox::teleport_in_progress @ 0x00451C20</c>
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/// and <c>gmSmartBoxUI::UseTime @ 0x004D6EAB</c> begins TAS_TUNNEL. The
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/// user prefers the tunnel to cover that whole wait — see the divergence
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/// register row added with this method. Invoked from the ONE host edge
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/// every entry route shares: <c>ILiveSessionLifecycleHost
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/// .ApplySelectedCharacter</c>, which runs immediately before the
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/// EnterWorld wire send on all three routes.
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/// </summary>
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void ArmLoginTunnel();
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void ResetSession();
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void ResetGenerationPresentation();
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@ -83,6 +101,8 @@ internal sealed class DeferredLocalPlayerTeleportNetworkSink
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public void OnLocalPlayerFirstEntryCompleted() =>
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Required().OnLocalPlayerFirstEntryCompleted();
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public void ArmLoginTunnel() => Required().ArmLoginTunnel();
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public void ResetSession() => Required().ResetSession();
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public void ResetGenerationPresentation() =>
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@ -141,6 +161,30 @@ internal interface ILocalPlayerTeleportAuthority
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bool IsFreshStart(ushort sequence);
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}
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/// <summary>
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/// Enter-click round (2026-08-17): the armed pre-reveal login tunnel's read
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/// of the Runtime character-selection lifecycle (a typed seam, not a stored
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/// delegate — frame-phase owners hold no delegate fields per the GameWindow
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/// decomposition invariant). Resolved per call against the live owner.
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/// </summary>
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internal interface ILocalPlayerLoginLifecycleSource
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{
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RuntimeCharacterSelectionLifecycle SelectionLifecycle { get; }
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}
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/// <summary>Production adapter over the canonical GameRuntime owner.</summary>
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internal sealed class RuntimeLoginLifecycleSource
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: ILocalPlayerLoginLifecycleSource
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{
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private readonly GameRuntime _runtime;
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public RuntimeLoginLifecycleSource(GameRuntime runtime) =>
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_runtime = runtime ?? throw new ArgumentNullException(nameof(runtime));
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public RuntimeCharacterSelectionLifecycle SelectionLifecycle =>
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_runtime.CharacterSelection.Snapshot.Lifecycle;
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}
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internal sealed class LiveLocalPlayerTeleportAuthority
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: ILocalPlayerTeleportAuthority
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{
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@ -499,6 +543,18 @@ internal sealed class LocalPlayerTeleportController
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private long _loginRevealGeneration;
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private bool _loginPresentationActive;
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/// <summary>
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/// Enter-click round (2026-08-17): true while the login tunnel is armed
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/// PRE-REVEAL — from the character-select Enter click (host edge
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/// <c>ApplySelectedCharacter</c>, shared by direct connect, roster Enter,
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/// and enter-after-create) until the Runtime login reveal adopts the
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/// running presentation, or the enter transaction falls back to character
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/// select (rejected EnterWorld), or a session/teleport reset withdraws
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/// it. Registered deviation from retail's pre-CreatePlayer black — see
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/// <see cref="ILocalPlayerTeleportNetworkSink.ArmLoginTunnel"/>.
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/// </summary>
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private bool _loginTunnelArmed;
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/// <summary>
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/// Latched by <see cref="OnLocalPlayerFirstEntryCompleted"/> — the
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/// first-entry conductor's canonical initial placement committed. The
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@ -511,6 +567,18 @@ internal sealed class LocalPlayerTeleportController
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private bool _loginPlacementCompleted;
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private float _loginHoldSeconds;
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/// <summary>
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/// Enter-click round (2026-08-17): resolved PER CALL (never captured —
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/// claude-memory/feedback_resolve_deferred_funcs_per_call.md). The armed
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/// pre-reveal tunnel projects the Runtime character-selection lifecycle:
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/// <c>EnteringWorld</c>/<c>InWorld</c> keep it armed; a regression to
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/// <c>AwaitingSelection</c> (rejected EnterWorld —
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/// <c>LiveSessionController.EnterHighlightedCore</c>'s
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/// <c>ReturnToSelection</c>) disarms it so the user is not left staring
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/// at a tunnel on the character-select screen.
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/// </summary>
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private readonly ILocalPlayerLoginLifecycleSource _loginLifecycle;
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public LocalPlayerTeleportController(
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ILocalPlayerTeleportAuthority authority,
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ILocalPlayerTeleportInputLifetime input,
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@ -521,7 +589,8 @@ internal sealed class LocalPlayerTeleportController
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ILocalPlayerTeleportPlacement placement,
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ILocalPlayerTeleportSession session,
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ILocalPlayerTeleportPresentation presentation,
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RuntimeAcceptedPositionDriveController acceptedPositionDrive)
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RuntimeAcceptedPositionDriveController acceptedPositionDrive,
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ILocalPlayerLoginLifecycleSource loginLifecycle)
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{
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_authority = authority ?? throw new ArgumentNullException(nameof(authority));
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_input = input ?? throw new ArgumentNullException(nameof(input));
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@ -534,6 +603,8 @@ internal sealed class LocalPlayerTeleportController
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_presentation = presentation ?? throw new ArgumentNullException(nameof(presentation));
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_acceptedPositionDrive = acceptedPositionDrive
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?? throw new ArgumentNullException(nameof(acceptedPositionDrive));
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_loginLifecycle = loginLifecycle
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?? throw new ArgumentNullException(nameof(loginLifecycle));
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}
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public bool IsActive => _transit.IsTeleportActive;
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@ -610,6 +681,93 @@ internal sealed class LocalPlayerTeleportController
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_loginPlacementCompleted = true;
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}
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/// <summary>
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/// Enter-click round (2026-08-17): begin the login tunnel PRESENTATION at
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/// the Enter click, before the EnterWorld server round-trip (registered
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/// user-directed deviation — retail presents black here; see
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/// <see cref="ILocalPlayerTeleportNetworkSink.ArmLoginTunnel"/>).
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///
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/// <para>
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/// The enter cue plays HERE, at the click: retail's rule is "cue at the
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/// animation begin" (<c>gmSmartBoxUI::BeginTeleportAnimation</c> plays
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/// <c>Sound_UI_EnterPortal</c> unconditionally at <c>0x004D638E</c>), and
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/// this deviation moves the animation begin to the click — so the cue
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/// moves with it, keeping cue-and-tunnel continuous instead of splitting
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/// them across the round-trip.
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/// </para>
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///
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/// <para>
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/// The first sequencer tick is consumed SYNCHRONOUSLY (dt = 0) rather
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/// than left to the frame pump: the Enter command that follows this call
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/// blocks the update thread for the whole ServerReady round-trip
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/// (<c>WorldSession.EnterWorldCore</c>), so a deferred first tick would
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/// leave the frame black for exactly the wait this deviation exists to
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/// cover. The render thread draws the tunnel scene independently every
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/// frame once it is visible.
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/// </para>
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/// </summary>
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public void ArmLoginTunnel()
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{
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ThrowIfDisposed();
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if (_loginTunnelArmed
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|| _loginPresentationActive
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|| _transit.IsTeleportActive
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|| _transit.HasPendingTeleportStart)
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{
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return;
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}
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long generation = _lifetimeGeneration;
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_presentation.Begin(_mode.Projection);
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if (_lifetimeGeneration != generation)
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return;
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var (_, events) = _presentation.Tick(0f, worldReady: false);
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if (_lifetimeGeneration != generation)
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return;
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if (!ProcessArmedLoginTunnelEvents(events, generation))
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return;
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_loginTunnelArmed = true;
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_loginHoldSeconds = 0f;
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Console.WriteLine("live: login tunnel armed at enter click");
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}
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/// <summary>
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/// The armed pre-reveal tunnel's event consumer — only the two
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/// begin-edge events can occur while <c>worldReady</c> is pinned false
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/// (the sequencer holds in Tunnel); anything else is ignored. Returns
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/// false when a nested callback retired this lifetime.
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/// </summary>
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private bool ProcessArmedLoginTunnelEvents(
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IReadOnlyList<TeleportAnimEvent> events,
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long generation)
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{
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foreach (TeleportAnimEvent teleportEvent in events)
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{
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switch (teleportEvent)
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{
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case TeleportAnimEvent.PlayEnterSound:
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Console.WriteLine(
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"live: login portal-space enter cue "
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+ "(Sound_UI_EnterPortal)");
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_presentation.PlayEnterCue();
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if (_lifetimeGeneration != generation)
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return false;
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break;
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case TeleportAnimEvent.EnterTunnel:
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_presentation.EnterTunnel();
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if (_lifetimeGeneration != generation)
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return false;
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break;
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default:
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break;
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}
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}
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return true;
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}
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public void Tick(float deltaSeconds)
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{
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ThrowIfDisposed();
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@ -1066,14 +1224,26 @@ internal sealed class LocalPlayerTeleportController
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return;
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}
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// Enter-click round (2026-08-17): a click-armed tunnel is ADOPTED,
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// not restarted — the presentation is already running (sequencer in
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// its Tunnel hold, tunnel scene visible, enter cue already played at
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// the click), so re-Begin here would restart the sequencer and
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// double-fire the begin-edge events. The hold clock also carries
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// over: the user's wait began at the click.
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bool adoptedArmedTunnel = _loginTunnelArmed;
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_loginTunnelArmed = false;
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_loginRevealGeneration = snapshot.Generation;
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_loginPresentationActive = true;
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_loginHoldSeconds = 0f;
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_presentation.Begin(_mode.Projection);
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if (!adoptedArmedTunnel)
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{
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_loginHoldSeconds = 0f;
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_presentation.Begin(_mode.Projection);
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}
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Console.WriteLine(
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$"live: login portal-space presentation started "
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+ $"(gen={snapshot.Generation} "
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+ $"cell=0x{snapshot.Readiness.DestinationCell:X8})");
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+ $"cell=0x{snapshot.Readiness.DestinationCell:X8} "
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+ $"adoptedArmedTunnel={(adoptedArmedTunnel ? 1 : 0)})");
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}
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/// <summary>
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@ -1108,9 +1278,20 @@ internal sealed class LocalPlayerTeleportController
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// through TryActivateLoginPresentation above.
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_loginRevealGeneration = 0;
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_loginPresentationActive = false;
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_loginTunnelArmed = false;
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_loginHoldSeconds = 0f;
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_presentation.Reset();
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}
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else if (_loginTunnelArmed)
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{
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// Enter-click round (2026-08-17): the pre-reveal armed
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// window — from the Enter click until the Runtime login
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// reveal begins (CreatePlayer + first accepted position) and
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// the activation above claims it. Keeps the tunnel animating
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// across the server round-trip; disarms if the enter
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// transaction fell back to character select.
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TickArmedLoginTunnel(deltaSeconds);
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}
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return;
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}
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@ -1216,6 +1397,42 @@ internal sealed class LocalPlayerTeleportController
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_presentation.TickTunnel(deltaSeconds);
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}
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/// <summary>
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/// Enter-click round (2026-08-17): the armed pre-reveal pump. The
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/// sequencer holds in its Tunnel state (worldReady pinned false — no
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/// reveal exists to be ready), the tunnel scene animates, and the hold
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/// clock accumulates from the click. Disarms when the Runtime
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/// character-selection lifecycle regresses out of the enter transaction
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/// (rejected EnterWorld → AwaitingSelection, or a session teardown →
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/// Inactive/Connecting): the character-select screen is in front again
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/// and retail shows no tunnel there.
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/// </summary>
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private void TickArmedLoginTunnel(float deltaSeconds)
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{
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RuntimeCharacterSelectionLifecycle lifecycle =
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_loginLifecycle.SelectionLifecycle;
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if (lifecycle is not (
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RuntimeCharacterSelectionLifecycle.EnteringWorld
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or RuntimeCharacterSelectionLifecycle.InWorld))
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{
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_loginTunnelArmed = false;
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_loginHoldSeconds = 0f;
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_presentation.Reset();
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Console.WriteLine(
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$"live: login tunnel disarmed (lifecycle={lifecycle})");
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return;
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}
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long generation = _lifetimeGeneration;
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_loginHoldSeconds += deltaSeconds;
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var (_, events) = _presentation.Tick(deltaSeconds, worldReady: false);
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if (_lifetimeGeneration != generation || !_loginTunnelArmed)
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return;
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if (!ProcessArmedLoginTunnelEvents(events, generation))
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return;
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_presentation.TickTunnel(deltaSeconds);
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}
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/// <summary>
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/// The login pump's currency check — the login mirror of
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/// <see cref="IsCurrentLifetime(long, ushort)"/>: same controller
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@ -1368,6 +1585,7 @@ internal sealed class LocalPlayerTeleportController
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// teleport-scoped reset and clears only with the session.
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_loginRevealGeneration = 0;
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_loginPresentationActive = false;
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_loginTunnelArmed = false;
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_loginHoldSeconds = 0f;
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if (clearSession)
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_loginPlacementCompleted = false;
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@ -14,7 +14,16 @@ public sealed record LiveSessionSelectionBindings(
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Action<uint> SetChatIdentity,
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Action<uint> MarkPersistent,
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Action<uint> SetVanishProbeIdentity,
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Action ClearCombat);
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Action ClearCombat,
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/// <summary>Enter-click round (2026-08-17): arms the graphical host's
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/// login-wormhole presentation at the selected-character edge — the one
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/// host callback every entry route (direct connect, roster Enter,
|
||||
/// enter-after-create) fires immediately BEFORE the EnterWorld wire
|
||||
/// send, so the tunnel covers the whole server round-trip (registered
|
||||
/// user-directed deviation from retail's pre-CreatePlayer black).
|
||||
/// Default no-op preserves headless and existing construction sites.
|
||||
/// </summary>
|
||||
Action? ArmLoginTunnel = null);
|
||||
|
||||
public sealed record LiveSessionEnteredWorldBindings(
|
||||
Action<string> SetActiveCharacter,
|
||||
|
|
@ -252,6 +261,9 @@ public sealed class LiveSessionHost
|
|||
_selection.MarkPersistent(id);
|
||||
_selection.SetVanishProbeIdentity(id);
|
||||
_selection.ClearCombat();
|
||||
// Enter-click round (2026-08-17): LAST, after identity wiring — the
|
||||
// armed tunnel's own logging can then already attribute the session.
|
||||
_selection.ArmLoginTunnel?.Invoke();
|
||||
}
|
||||
|
||||
private void ApplyEnteredWorld(LiveSessionCharacterSelection selection)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue