feat(physics): C4 route 4b-1 — remote placement infrastructure (dormant)

Builds the machinery route 4b-2 and 4b-3 will flip on, and changes no remote
behaviour: it has no production caller, so RemotePlacementDrivePendingCount is
provably 0 and IsConverged is unchanged.

Five pieces: a per-entity remote placement owner (RuntimeRemotePlacementDriveController),
a Position-time service-window guard with a Runtime interface plus BOTH host
implementations, N3's headless RetryPending pump, parked-count observability in
the ownership ledger, and the service-window optimisation that avoids parks we
can cheaply predict.

Landed alone because it is where the park-withdraws-the-entity failure was
decided; that decision is fixed at the source in the preceding commit and must
not share a review signal with a behaviour flip.

Two parts of route 2's controller are deliberately NOT ported, both verified
against retail rather than assumed. There is no ack: SendPositionEvent is called
only inside HandleReceivedPosition's local-player FORCE_POSITION gate
@0x0045400C-@0x00454091, and the remote arm @0x0045414D has no equivalent. There
is no re-issue funnel: retail never re-attempts a position it could not apply —
stale timestamps merely bump error_count @0x004542AC — and re-issuing packet N
after N+1 has merged would apply a pose the newer packet already superseded,
which is correct for a one-shot ForcePosition and wrong for a 5-10 Hz stream.

The service-window guard is an OPTIMISATION, not the correctness mechanism. The
original contract had it the other way round, justified by a claim that retail
cannot represent "arrived but not placeable" — false, and corrected in the
review findings: retail's GotoLostCell/reenter_visibility path represents it
exactly. A pre-flight guard also cannot be complete, because Core defers on the
entity's CURRENT cell, on the swept QueriedCellIds footprint spanning
neighbouring landblocks, and on residency evaluated after AdjustToOutside —
conditions only Core can see.

Review found and this commit fixes: DetachRoute cleared two maps of LIVE Core
operations without cancelling them (route 2's AbandonPending is the correct
mirror, not the first-entry controller) and its test asserted that blindness as
convergence; the headless predicate answered "can ever publish" rather than "is
published", and after the first fix still matched only 1 of the 9 landblocks
this host publishes; OwnsPlacement admitted remote top-level Creates until
gated on the Teleport flag as well as the disposition; Advance re-submitted
without re-checking the window; and four comments cited a report that did not
exist.

Contract item 6 is met by the structural proof, not the earlier test:
HasOldPrefixPlacementDebt refuses collision-prefix mutation permission before
ParkCollisionResidents is ever entered, so its overlap throw is unreachable.
That same mechanism is the unbounded stall filed as #310, which 4b-1 does not
bound — it only avoids widening it.

#311 files the remaining per-tick allocation in RetryPendingProjections; the
early-out for the empty-FIFO case landed via a new HasPendingReceipts accessor
so hosts still never touch .Placements. directly.

Gates: complete Release solution 10,973 passed / 4 skipped / 0 failed (baseline
10,938). Four review rounds; every fix discrimination-verified by revert.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-04 04:08:19 +02:00
parent 634bc5513a
commit 2e8e09acd0
14 changed files with 3151 additions and 6 deletions

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using System.Collections.Immutable;
using System.Reflection;
using AcDream.Content;
using AcDream.Core.Combat;
using AcDream.Core.Items;
using AcDream.Core.Physics;
using AcDream.Core.Spells;
using AcDream.Headless.Configuration;
using AcDream.Headless.Hosting;
using AcDream.Runtime;
using AcDream.Runtime.Gameplay;
using AcDream.Runtime.Session;
namespace AcDream.Headless.Tests;
/// <summary>
/// B1 review fix: <see cref="HeadlessCollisionNeighborhood"/> implements TWO
/// interfaces that share the identical <c>bool IsWithinServiceWindow(uint)</c>
/// signature but ask different questions —
/// <see cref="IHeadlessCollisionNeighborhood.IsWithinServiceWindow"/> is a
/// pure geometry test ("can this landblock EVER collision-publish", true
/// outright with no center requested), while
/// <see cref="IRuntimeRemotePlacementServiceWindow.IsWithinServiceWindow"/>
/// must answer "is it collision-published RIGHT NOW". This is the focused
/// proof that the two answers genuinely diverge — before this fix a single
/// method satisfied both interfaces, so both answers were identical (and
/// wrong for the new interface's contract).
/// </summary>
public sealed class HeadlessCollisionNeighborhoodServiceWindowTests
{
[Fact]
public void ServiceWindowIsResidencyNotGeometry_UnpublishedLandblockIsRefusedDespiteGeometricMembership()
{
var factory = new FixtureContentFactory();
using var owner = new HeadlessProcessContentOwner(
ContentDescriptor(),
_ => { },
factory);
using HeadlessProcessContentOwner.HeadlessProcessContentLease lease =
owner.AcquireLease("fixture");
var operations = new FixtureGameplayOperations();
using var runtime = new GameRuntime(new GameRuntimeDependencies(
operations, operations, operations, operations));
var neighborhood = new HeadlessCollisionNeighborhood(runtime, lease);
// CenterOn was never called, so the geometry interface's own
// documented contract applies: "no center requested yet" => true
// (this landblock could theoretically EVER be served). Nothing has
// published ANY collision for it, though — the residency-based
// interface must say false.
const uint cell = 0xA9B40001u;
Assert.True(
((IHeadlessCollisionNeighborhood)neighborhood)
.IsWithinServiceWindow(cell));
Assert.False(
((IRuntimeRemotePlacementServiceWindow)neighborhood)
.IsWithinServiceWindow(cell));
}
/// <summary>
/// C2-3 review fix (delta round): <c>BuildPublicationPlan</c> publishes
/// the requested center's FULL 3x3 window, not just the exact center —
/// so a landblock this host HAS published but which is not the exact
/// <c>_centerLandblock</c> (a remote sitting one landblock off-center,
/// exactly the boundary population this route exists to serve) must
/// still read as currently published. Before this fix the predicate
/// inherited <see cref="IHeadlessCollisionNeighborhood.IsReady"/>'s own
/// <c>_centerLandblock != center</c> restriction — correct for
/// <c>IsReady</c>'s narrower question, wrong here — so only ONE of the
/// nine published landblocks would ever read true.
/// <para>
/// Seeds <c>_resident</c> directly via reflection (no lightweight DAT
/// fixture in this test project can drive real 3x3 publication through
/// <c>CenterOn</c> — its dummy <see cref="IDatReaderWriter"/> proxy makes
/// <c>LandblockLoader.Load</c> fail for every landblock, including a
/// REQUIRED center) — mirrors the existing reflection precedent
/// <c>HeadlessSessionHostTests.SeedRuntimePlacement</c> already uses for
/// otherwise-unreachable internal state. <c>_centerLandblock</c> is
/// deliberately left at its default (never set) — the whole point is
/// that this predicate no longer depends on it.
/// </para>
/// </summary>
[Fact]
public void ServiceWindowCoversAPublishedNeighborLandblockNotOnlyTheExactCenter()
{
var factory = new FixtureContentFactory();
using var owner = new HeadlessProcessContentOwner(
ContentDescriptor(),
_ => { },
factory);
using HeadlessProcessContentOwner.HeadlessProcessContentLease lease =
owner.AcquireLease("fixture");
var operations = new FixtureGameplayOperations();
using var runtime = new GameRuntime(new GameRuntimeDependencies(
operations, operations, operations, operations));
var neighborhood = new HeadlessCollisionNeighborhood(runtime, lease);
const uint neighborLandblock = 0xA9B5FFFFu;
const uint neighborCell = 0xA9B50001u;
runtime.EntityObjects.Physics.Engine.AddLandblock(
neighborLandblock,
new TerrainSurface(new byte[81], new float[256]),
Array.Empty<CellSurface>(),
Array.Empty<PortalPlane>(),
worldOffsetX: 0f,
worldOffsetY: 0f);
SeedResident(neighborhood, neighborLandblock);
Assert.True(
((IRuntimeRemotePlacementServiceWindow)neighborhood)
.IsWithinServiceWindow(neighborCell));
}
private static void SeedResident(
HeadlessCollisionNeighborhood neighborhood,
uint landblockId)
{
FieldInfo field = typeof(HeadlessCollisionNeighborhood).GetField(
"_resident",
BindingFlags.NonPublic | BindingFlags.Instance)
?? throw new MissingFieldException(
nameof(HeadlessCollisionNeighborhood), "_resident");
var resident = (HashSet<uint>)field.GetValue(neighborhood)!;
resident.Add(landblockId);
}
private static HeadlessContentDescriptor ContentDescriptor() => new()
{
DatDirectory = "fixture-dats",
PreparedAssetPath = "fixture.pak",
};
private sealed class FixtureContentFactory
: IHeadlessProcessContentFactory
{
internal FixtureContentFactory()
{
DatsResource =
DispatchProxy.Create<IDatReaderWriter, TestResourceProxy>();
PreparedResource =
DispatchProxy.Create<ITestPreparedSource, TestResourceProxy>();
}
internal IDatReaderWriter DatsResource { get; }
internal ITestPreparedSource PreparedResource { get; }
public HeadlessOpenedProcessContent Open(
HeadlessContentDescriptor descriptor,
Action<string> diagnostic) =>
new(
DatsResource,
PreparedResource,
MagicCatalog.Empty,
ImmutableArray.CreateRange(new float[256]));
}
private sealed class FixtureGameplayOperations
: IRuntimeCombatAttackOperations,
IRuntimeCombatTargetOperations,
IRuntimeCombatModeOperations,
IRuntimeSpellCastOperations
{
public bool CanStartAttack() => false;
public void PrepareAttackRequest()
{
}
public bool SendAttack(AttackHeight height, float power) => false;
public void SendCancelAttack()
{
}
public bool IsDualWield => false;
public bool PlayerReadyForAttack => false;
public bool AutoRepeatAttack => false;
public bool AutoTarget => false;
public uint? SelectClosestTarget() => null;
public bool IsInWorld => false;
public IReadOnlyList<ClientObject> GetOrderedEquipment() => [];
public void NotifyExplicitCombatModeRequest()
{
}
public void SendChangeCombatMode(CombatMode mode)
{
}
public uint LocalPlayerId => 0u;
public bool CanSend => false;
public bool HasRequiredComponents(uint spellId) => false;
public bool IsTargetCompatible(
uint targetId, SpellMetadata spell, bool showMessage) => false;
public void StopCompletely()
{
}
public void SendUntargeted(uint spellId)
{
}
public void SendTargeted(uint targetId, uint spellId)
{
}
public void DisplayMessage(string message)
{
}
public void IncrementBusy()
{
}
}
}

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using System.Net;
using System.Numerics;
using AcDream.Content;
using AcDream.Content.Pak;
using AcDream.Core.Combat;
using AcDream.Core.Items;
using AcDream.Core.Net;
using AcDream.Core.Net.Messages;
using AcDream.Core.Physics;
using AcDream.Core.Spells;
using AcDream.Headless.Hosting;
using AcDream.Runtime;
using AcDream.Runtime.Entities;
using AcDream.Runtime.Gameplay;
using AcDream.Runtime.Physics;
using AcDream.Runtime.Session;
namespace AcDream.Headless.Tests;
/// <summary>
/// C4 route 4b-1 (N3): <c>HeadlessSessionEventRoute.Attach</c> constructs its
/// <c>RuntimePlacementProjectionSubscription</c> with
/// <c>retryPendingOnSubscribe: true</c>, and that was the ONLY
/// <c>RetryPending</c> call headless ever made — a Place a host sink declines
/// (landblock not loaded, stale transit authority) is left at the FIFO head
/// for its own later retry
/// (<c>RuntimePlacementProjectionSubscription.OnPlacement</c>'s doc comment),
/// but nothing headless did ever asked again. This is the focused proof that
/// <see cref="HeadlessSessionEventRoute.RetryPending"/> — the method
/// <c>HeadlessSessionHost.Tick</c> now calls every tick, immediately after
/// <c>HeadlessSessionWorldProjection.PumpFirstEntry</c> — actually re-offers a
/// declined head. Without a SECOND call, the declined receipt sits forever.
///
/// <para>
/// Uses the SAME lightweight <c>LiveSessionHost</c> + no-op event/command
/// route fixture as
/// <c>RuntimeAcceptedPositionDriveControllerTests.StartRuntime</c> — it
/// produces a genuine nonzero <c>GameRuntime.Generation</c> (required:
/// <c>RuntimePlacementProjectionChannel.IsCurrent</c> rejects generation 0
/// outright) WITHOUT wiring any real placement-projection subscription, so
/// this test's own injected fake sink is the ONLY observer of the FIFO.
/// <c>HeadlessSessionHost.Start</c> would also work generation-wise, but its
/// own internal route always uses the real
/// <c>HeadlessRuntimePlacementProjectionSink</c>, which would consume-and-
/// acknowledge this test's synthetic Place before this test's own route ever
/// subscribed.
/// </para>
/// </summary>
public sealed class HeadlessSessionEventRouteRetryPendingTests
{
private const uint PlayerGuid = 0x50000001u;
private const uint Landblock = 0xC1000000u;
private const uint Cell = Landblock | 0x0001u;
private const float Height = 6f;
[Fact]
public void RetryPending_ReoffersAPreviouslyDeclinedHeadUntilTheSinkAccepts()
{
using StartedRuntime started = StartRuntime();
GameRuntime runtime = started.Runtime;
Assert.NotEqual(0UL, runtime.Generation.Value);
CommitLandblockCollision(runtime, Landblock);
RuntimeEntityRecord record = CreateRemoteRecord(runtime, 0x70004001u);
AttachBody(runtime, record, Cell);
RuntimeEntityPlacementToken token = runtime.EntityObjects.Physics
.SetPosition.TryBeginExclusiveAuthoredPlacement(
record,
record.PositionAuthorityVersion,
RuntimeSetPositionOperationKind.RemoteAuthoritative);
Assert.True(token.IsValid);
RuntimeSetPositionMoverPreparationStatus status = runtime.EntityObjects
.Physics.SetPosition.TryPrepareAndSubmitAuthoredPlacement(
record,
token,
RuntimeSetPositionOperationKind.RemoteAuthoritative,
PhysicsSetPositionFlags.Teleport | PhysicsSetPositionFlags.Slide,
new UnusedCollisionSource(),
gameTime: 10d,
out RuntimeSetPositionOutcome outcome,
resolveWorldOffsetFromRuntimeFrame: true);
Assert.Equal(RuntimeSetPositionMoverPreparationStatus.Prepared, status);
Assert.Equal(
RuntimeSetPositionStatus.CommittedHostAcknowledgementPending,
outcome.Status);
var sink = new DecliningThenAcceptingSink();
var events = new NoOpEventRoute();
var route = new HeadlessSessionEventRoute(events, runtime, sink);
// Attach's own subscribe-time retry (retryPendingOnSubscribe: true)
// is the ONLY chance the receipt gets today — the sink is still
// declining, so it must remain unacknowledged.
route.Attach();
Assert.Equal(1, sink.CallCount);
Assert.True(
runtime.EntityObjects.Physics.SetPosition.TryPeekProjection(
out _));
// The sink starts accepting (mirrors a landblock finishing streaming
// in) — but without a SECOND RetryPending call nothing re-offers the
// head. This is the exact gap N3 closes.
sink.Accept = true;
bool retried = route.RetryPending();
Assert.True(retried);
Assert.Equal(2, sink.CallCount);
Assert.False(
runtime.EntityObjects.Physics.SetPosition.TryPeekProjection(
out _));
route.Dispose();
}
/// <summary>
/// B5(c) review fix: <see cref="HeadlessSessionEventRoute.RetryPending"/>
/// must refuse once Runtime's generation has moved past the one this
/// route attached under — mirroring the graphical host's
/// <c>RuntimePlacementProjectionRetrySlot</c>, which already refuses a
/// stale-generation callback the same way (<c>BindOwned</c>/
/// <c>RetryPending</c>'s own guard). Before this fix headless
/// dereferenced its subscription directly with no equivalent latch, so a
/// route left live across a generation change (a reconnect race window)
/// could still fire a callback against a retired generation.
/// </summary>
[Fact]
public void RetryPending_RefusesOnceRuntimeGenerationHasMovedPastAttach()
{
using StartedRuntime started = StartRuntime();
GameRuntime runtime = started.Runtime;
CommitLandblockCollision(runtime, Landblock);
RuntimeEntityRecord record = CreateRemoteRecord(runtime, 0x70004002u);
AttachBody(runtime, record, Cell);
RuntimeEntityPlacementToken token = runtime.EntityObjects.Physics
.SetPosition.TryBeginExclusiveAuthoredPlacement(
record,
record.PositionAuthorityVersion,
RuntimeSetPositionOperationKind.RemoteAuthoritative);
Assert.True(token.IsValid);
RuntimeSetPositionMoverPreparationStatus status = runtime.EntityObjects
.Physics.SetPosition.TryPrepareAndSubmitAuthoredPlacement(
record,
token,
RuntimeSetPositionOperationKind.RemoteAuthoritative,
PhysicsSetPositionFlags.Teleport | PhysicsSetPositionFlags.Slide,
new UnusedCollisionSource(),
gameTime: 10d,
out RuntimeSetPositionOutcome outcome,
resolveWorldOffsetFromRuntimeFrame: true);
Assert.Equal(RuntimeSetPositionMoverPreparationStatus.Prepared, status);
Assert.Equal(
RuntimeSetPositionStatus.CommittedHostAcknowledgementPending,
outcome.Status);
var sink = new DecliningThenAcceptingSink();
var events = new NoOpEventRoute();
var route = new HeadlessSessionEventRoute(events, runtime, sink);
route.Attach();
Assert.Equal(1, sink.CallCount);
sink.Accept = true;
RuntimeGenerationToken attachedGeneration = runtime.Generation;
RuntimeTeardownAcknowledgement stopped =
started.Live.Stop(attachedGeneration);
Assert.True(stopped.IsComplete);
Assert.NotEqual(attachedGeneration, runtime.Generation);
// The route is STILL live here (never Disposed) — exactly the shape
// a reconnect race could leave it in for one host-tick window before
// the owner swaps in the replacement route.
bool retried = route.RetryPending();
Assert.False(retried);
// The stale-generation refusal must short-circuit BEFORE ever
// touching the subscription — the sink's call count must not move.
Assert.Equal(1, sink.CallCount);
route.Dispose();
}
// ── Fixture (mirrors RuntimeAcceptedPositionDriveControllerTests) ──────
private sealed class StartedRuntime : IDisposable
{
internal required GameRuntime Runtime { get; init; }
internal required LiveSessionHost Live { get; init; }
public void Dispose()
{
_ = Live.Stop(Runtime.Generation);
Runtime.Dispose();
}
}
private static StartedRuntime StartRuntime()
{
var operations = new FixtureGameplayOperations();
var sessionOperations = new FixtureSessionOperations();
var runtime = new GameRuntime(new GameRuntimeDependencies(
operations, operations, operations, operations,
SessionOperations: sessionOperations));
var resetHost = new FixtureResetHost();
var options = new LiveSessionConnectOptions(
true, "127.0.0.1", 9000, "account", "password");
var live = new LiveSessionHost(
runtime.Session,
new LiveSessionHostBindings(
new LiveSessionRoutingFactories(
_ => new NoOpEventRoute(),
_ => new NoOpCommandRoute()),
generation => runtime.ResetGeneration(generation, resetHost),
new LiveSessionSelectionBindings(
id => runtime.PlayerIdentity.ServerGuid = id,
_ => { },
runtime.CommunicationOwner.Chat.SetLocalPlayerGuid,
_ => { },
_ => { },
runtime.ActionOwner.Combat.Clear),
new LiveSessionEnteredWorldBindings(
_ => { }, () => { }, () => { }, _ => { }, () => { }),
(_, _, _) => { },
() => { }),
options);
LiveSessionStartResult startResult = live.Start(options);
Assert.Equal(LiveSessionStartStatus.Connected, startResult.Status);
Assert.NotEqual(0UL, runtime.Generation.Value);
return new StartedRuntime { Runtime = runtime, Live = live };
}
private static void CommitLandblockCollision(
GameRuntime runtime, uint landblockId)
{
var heights = new byte[81];
Array.Fill(heights, (byte)Height);
var heightTable = new float[256];
for (int index = 0; index < heightTable.Length; index++)
heightTable[index] = index;
runtime.EntityObjects.Physics.ObserveLocalWorldFrame(
landblockId | 0x0001u, teleportAdvanced: false);
runtime.EntityObjects.Physics.SetPosition.BeginCollisionGeneration(
landblockId, 1UL);
runtime.EntityObjects.Physics.Engine.AddLandblock(
landblockId,
new TerrainSurface(heights, heightTable),
Array.Empty<CellSurface>(),
Array.Empty<PortalPlane>(),
worldOffsetX: 0f,
worldOffsetY: 0f);
runtime.EntityObjects.Physics.SetPosition.CommitCollisionGeneration(
landblockId, 1UL, ready: true);
}
private static RuntimeEntityRecord CreateRemoteRecord(
GameRuntime runtime, uint guid)
{
RuntimeEntityRecord record = runtime.EntityObjects.RegisterEntity(
new WorldSession.EntitySpawn(
Guid: guid,
Position: new CreateObject.ServerPosition(
Cell, 10f, 10f, Height, 1f, 0f, 0f, 0f),
SetupTableId: null,
AnimPartChanges: Array.Empty<CreateObject.AnimPartChange>(),
TextureChanges: Array.Empty<CreateObject.TextureChange>(),
SubPalettes: Array.Empty<CreateObject.SubPaletteSwap>(),
BasePaletteId: null,
ObjScale: null,
Name: "remote",
ItemType: null,
MotionState: null,
MotionTableId: 0x09000001u))
.Canonical!;
runtime.EntityObjects.Entities.SetFinalPhysicsState(
record, PhysicsStateFlags.Gravity);
return record;
}
private static void AttachBody(
GameRuntime runtime, RuntimeEntityRecord record, uint cellId)
{
runtime.EntityObjects.Entities.SetFullCell(
record, cellId, (cellId & 0xFFFF0000u) | 0xFFFFu);
var body = new PhysicsBody
{
Position = new Vector3(10f, 10f, Height),
Orientation = Quaternion.Identity,
LastUpdateTime = 1d,
State = PhysicsStateFlags.Gravity,
TransientState = TransientStateFlags.Active,
};
body.SnapToCell(cellId, body.Position, body.Position);
runtime.EntityObjects.Entities.SetPhysicsBody(record, body);
record.ObjectClock.Activate();
runtime.EntityObjects.Physics.AcknowledgeSpatialProjection(
record, spatial: true);
}
private sealed class DecliningThenAcceptingSink
: IRuntimePlacementProjectionSink
{
internal int CallCount { get; private set; }
internal bool Accept { get; set; }
public bool TryApply(in RuntimePlacementProjectionSnapshot projection)
{
CallCount++;
return Accept;
}
}
private sealed class NoOpEventRoute : ILiveSessionEventRouting
{
public void Attach()
{
}
public void Dispose()
{
}
}
private sealed class NoOpCommandRoute : ILiveSessionCommandRouting
{
public void Activate()
{
}
public void Dispose()
{
}
}
private sealed class FixtureSessionOperations : ILiveSessionOperations
{
public IPEndPoint ResolveEndpoint(string host, int port) =>
new(IPAddress.Loopback, port);
public WorldSession CreateSession(IPEndPoint endpoint) =>
new(endpoint, new FixtureTransport());
public void Connect(WorldSession session, string user, string password)
{
}
public CharacterList.Parsed GetCharacters(WorldSession session) =>
new(
0u,
[new CharacterList.Character(PlayerGuid, "Direct", 0u)],
[],
11,
"account",
true,
true);
public void EnterWorld(WorldSession session, int activeCharacterIndex)
{
}
public void Tick(WorldSession session)
{
}
public void DisposeSession(WorldSession session) => session.Dispose();
}
private sealed class FixtureTransport : IWorldSessionTransport
{
public void Send(ReadOnlySpan<byte> datagram)
{
}
public void Send(IPEndPoint remote, ReadOnlySpan<byte> datagram)
{
}
public int Receive(
Span<byte> destination, TimeSpan timeout, out IPEndPoint? from)
{
from = null;
return -1;
}
public ValueTask<NetReceiveResult> ReceiveAsync(
Memory<byte> destination, CancellationToken cancellationToken) =>
ValueTask.FromException<NetReceiveResult>(
new OperationCanceledException(cancellationToken));
public void Dispose()
{
}
}
private sealed class FixtureResetHost : IRuntimeGenerationResetHost
{
public void RetireEntityProjection(RuntimeEntityRecord entity)
{
}
public void DrainEntityProjectionBoundary()
{
}
public void CompleteEntityProjectionRetirement()
{
}
}
private sealed class FixtureGameplayOperations
: IRuntimeCombatAttackOperations,
IRuntimeCombatTargetOperations,
IRuntimeCombatModeOperations,
IRuntimeSpellCastOperations
{
public bool CanStartAttack() => false;
public void PrepareAttackRequest()
{
}
public bool SendAttack(AttackHeight height, float power) => false;
public void SendCancelAttack()
{
}
public bool IsDualWield => false;
public bool PlayerReadyForAttack => false;
public bool AutoRepeatAttack => false;
public bool AutoTarget => false;
public uint? SelectClosestTarget() => null;
public bool IsInWorld => false;
public IReadOnlyList<ClientObject> GetOrderedEquipment() => [];
public void NotifyExplicitCombatModeRequest()
{
}
public void SendChangeCombatMode(CombatMode mode)
{
}
public uint LocalPlayerId => 0u;
public bool CanSend => false;
public bool HasRequiredComponents(uint spellId) => false;
public bool IsTargetCompatible(
uint targetId, SpellMetadata spell, bool showMessage) => false;
public void StopCompletely()
{
}
public void SendUntargeted(uint spellId)
{
}
public void SendTargeted(uint targetId, uint spellId)
{
}
public void DisplayMessage(string message)
{
}
public void IncrementBusy()
{
}
}
private sealed class UnusedCollisionSource : IPreparedCollisionSource
{
public PreparedAssetPresence ProbeCollision(
PakAssetType type, uint sourceFileId) =>
PreparedAssetPresence.Available;
public PreparedCollisionReadResult<FlatSetupCollision> ReadSetupCollision(
uint sourceFileId, CancellationToken cancellationToken = default) =>
PreparedCollisionReadResult<FlatSetupCollision>.Missing;
public PreparedCollisionReadResult<FlatGfxObjCollisionAsset> ReadGfxObjCollision(
uint sourceFileId, CancellationToken cancellationToken = default) =>
throw new NotSupportedException();
public PreparedCollisionReadResult<FlatCellStructureCollisionAsset> ReadCellStructureCollision(
uint sourceFileId, CancellationToken cancellationToken = default) =>
throw new NotSupportedException();
public PreparedCollisionReadResult<FlatEnvCellTopology> ReadEnvCellTopology(
uint sourceFileId, CancellationToken cancellationToken = default) =>
throw new NotSupportedException();
public PreparedCollisionSourceStats CollisionStats => default;
public void Dispose()
{
}
}
}

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@ -225,6 +225,125 @@ public sealed class HeadlessSessionHostTests
Assert.True(host.Runtime.CaptureOwnership().IsConverged);
}
/// <summary>
/// B5(a) review fix: <see cref="HeadlessSessionEventRouteRetryPendingTests"/>
/// proved the underlying re-offer MECHANISM works, but hand-constructed
/// <see cref="HeadlessSessionEventRoute"/> directly and called
/// <c>route.RetryPending()</c> itself — it never touches
/// <see cref="HeadlessSessionHost.Tick"/>'s own
/// <c>_eventRoute?.RetryPending()</c> call. This test drives <c>Tick</c>
/// itself (via the <c>placementSinkOverride</c> test seam added for this
/// fix, mirroring the existing <c>policyOverride</c> parameter) so a
/// regression that deletes or reorders that exact line would fail HERE,
/// not just in the lower-level subscription test.
/// </summary>
[Fact]
public void TickRetriesAPreviouslyDeclinedPlacementThroughTheRealEventRoute()
{
const uint remote = 0x70004301u;
const uint landblock = 0xA9B40000u;
const uint cell = landblock | 0x0001u;
const float height = 6f;
var operations = new FixtureSessionOperations();
using var credential = new HeadlessCredentialSecret(
"fixture",
"password");
var sink = new DecliningThenAcceptingPlacementSink();
using var host = new HeadlessSessionHost(
Descriptor(),
credential,
new HeadlessDiagnosticWriter(TextWriter.Null),
operations,
placementSinkOverride: sink);
GameRuntime runtime = host.Runtime;
Assert.Equal(
RuntimeSessionStartStatus.Connected,
host.Start().Status);
runtime.EntityObjects.Physics.ObserveLocalWorldFrame(
cell, teleportAdvanced: false);
runtime.EntityObjects.Physics.SetPosition.BeginCollisionGeneration(
landblock, 1UL);
AddFlatLandblock(runtime.EntityObjects.Physics.Engine);
runtime.EntityObjects.Physics.SetPosition.CommitCollisionGeneration(
landblock, 1UL, ready: true);
RuntimeEntityRecord record = runtime.EntityObjects
.RegisterEntity(Spawn(remote, cell))
.Canonical!;
runtime.EntityObjects.Entities.SetFinalPhysicsState(
record, PhysicsStateFlags.Gravity);
runtime.EntityObjects.Entities.SetFullCell(
record, cell, landblock);
var body = new PhysicsBody
{
Position = new Vector3(10f, 10f, height),
Orientation = Quaternion.Identity,
LastUpdateTime = 1d,
State = PhysicsStateFlags.Gravity,
TransientState = TransientStateFlags.Active,
};
body.SnapToCell(cell, body.Position, body.Position);
runtime.EntityObjects.Entities.SetPhysicsBody(record, body);
record.ObjectClock.Activate();
runtime.EntityObjects.Physics.AcknowledgeSpatialProjection(
record, spatial: true);
RuntimeEntityPlacementToken token = runtime.EntityObjects.Physics
.SetPosition.TryBeginExclusiveAuthoredPlacement(
record,
record.PositionAuthorityVersion,
RuntimeSetPositionOperationKind.RemoteAuthoritative);
Assert.True(token.IsValid);
RuntimeSetPositionMoverPreparationStatus status = runtime.EntityObjects
.Physics.SetPosition.TryPrepareAndSubmitAuthoredPlacement(
record,
token,
RuntimeSetPositionOperationKind.RemoteAuthoritative,
PhysicsSetPositionFlags.Teleport | PhysicsSetPositionFlags.Slide,
new LoadedSetupCollisionSource(),
gameTime: runtime.Clock.SimulationTimeSeconds,
out RuntimeSetPositionOutcome outcome,
resolveWorldOffsetFromRuntimeFrame: true);
Assert.Equal(RuntimeSetPositionMoverPreparationStatus.Prepared, status);
Assert.Equal(
RuntimeSetPositionStatus.CommittedHostAcknowledgementPending,
outcome.Status);
// The production HeadlessSessionEventRoute's subscription attached
// during host.Start() already observed this Place synchronously —
// the fake sink is still declining, so it must remain unacknowledged.
Assert.Equal(1, sink.CallCount);
Assert.True(
runtime.EntityObjects.Physics.SetPosition.TryPeekProjection(
out _));
// The sink starts accepting (mirrors a landblock finishing streaming
// in) — driving ONE real host tick is what must re-offer the head,
// through Tick's own wiring, not a hand-built route.
sink.Accept = true;
host.Tick(0.015d);
Assert.Equal(2, sink.CallCount);
Assert.False(
runtime.EntityObjects.Physics.SetPosition.TryPeekProjection(
out _));
}
private sealed class DecliningThenAcceptingPlacementSink
: IRuntimePlacementProjectionSink
{
internal int CallCount { get; private set; }
internal bool Accept { get; set; }
public bool TryApply(in RuntimePlacementProjectionSnapshot projection)
{
CallCount++;
return Accept;
}
}
[Fact]
public void WorldProjectionHydratesCanonicalMovementAndTeleportState()
{