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bump error_count @0x004542AC — and re-issuing packet N after N+1 has merged would apply a pose the newer packet already superseded, which is correct for a one-shot ForcePosition and wrong for a 5-10 Hz stream.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>
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14 changed files with 3151 additions and 6 deletions
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using System.Collections.Immutable;
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using System.Reflection;
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using AcDream.Content;
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using AcDream.Core.Combat;
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using AcDream.Core.Items;
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using AcDream.Core.Physics;
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using AcDream.Core.Spells;
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using AcDream.Headless.Configuration;
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using AcDream.Headless.Hosting;
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using AcDream.Runtime;
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using AcDream.Runtime.Gameplay;
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using AcDream.Runtime.Session;
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namespace AcDream.Headless.Tests;
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/// <summary>
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/// B1 review fix: <see cref="HeadlessCollisionNeighborhood"/> implements TWO
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/// interfaces that share the identical <c>bool IsWithinServiceWindow(uint)</c>
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/// signature but ask different questions —
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/// <see cref="IHeadlessCollisionNeighborhood.IsWithinServiceWindow"/> is a
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/// pure geometry test ("can this landblock EVER collision-publish", true
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/// outright with no center requested), while
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/// <see cref="IRuntimeRemotePlacementServiceWindow.IsWithinServiceWindow"/>
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/// must answer "is it collision-published RIGHT NOW". This is the focused
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/// proof that the two answers genuinely diverge — before this fix a single
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/// method satisfied both interfaces, so both answers were identical (and
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/// wrong for the new interface's contract).
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/// </summary>
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public sealed class HeadlessCollisionNeighborhoodServiceWindowTests
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{
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[Fact]
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public void ServiceWindowIsResidencyNotGeometry_UnpublishedLandblockIsRefusedDespiteGeometricMembership()
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{
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var factory = new FixtureContentFactory();
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using var owner = new HeadlessProcessContentOwner(
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ContentDescriptor(),
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_ => { },
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factory);
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using HeadlessProcessContentOwner.HeadlessProcessContentLease lease =
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owner.AcquireLease("fixture");
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var operations = new FixtureGameplayOperations();
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using var runtime = new GameRuntime(new GameRuntimeDependencies(
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operations, operations, operations, operations));
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var neighborhood = new HeadlessCollisionNeighborhood(runtime, lease);
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// CenterOn was never called, so the geometry interface's own
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// documented contract applies: "no center requested yet" => true
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// (this landblock could theoretically EVER be served). Nothing has
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// published ANY collision for it, though — the residency-based
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// interface must say false.
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const uint cell = 0xA9B40001u;
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Assert.True(
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((IHeadlessCollisionNeighborhood)neighborhood)
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.IsWithinServiceWindow(cell));
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Assert.False(
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((IRuntimeRemotePlacementServiceWindow)neighborhood)
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.IsWithinServiceWindow(cell));
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}
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/// <summary>
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/// C2-3 review fix (delta round): <c>BuildPublicationPlan</c> publishes
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/// the requested center's FULL 3x3 window, not just the exact center —
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/// so a landblock this host HAS published but which is not the exact
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/// <c>_centerLandblock</c> (a remote sitting one landblock off-center,
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/// exactly the boundary population this route exists to serve) must
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/// still read as currently published. Before this fix the predicate
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/// inherited <see cref="IHeadlessCollisionNeighborhood.IsReady"/>'s own
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/// <c>_centerLandblock != center</c> restriction — correct for
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/// <c>IsReady</c>'s narrower question, wrong here — so only ONE of the
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/// nine published landblocks would ever read true.
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/// <para>
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/// Seeds <c>_resident</c> directly via reflection (no lightweight DAT
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/// fixture in this test project can drive real 3x3 publication through
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/// <c>CenterOn</c> — its dummy <see cref="IDatReaderWriter"/> proxy makes
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/// <c>LandblockLoader.Load</c> fail for every landblock, including a
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/// REQUIRED center) — mirrors the existing reflection precedent
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/// <c>HeadlessSessionHostTests.SeedRuntimePlacement</c> already uses for
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/// otherwise-unreachable internal state. <c>_centerLandblock</c> is
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/// deliberately left at its default (never set) — the whole point is
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/// that this predicate no longer depends on it.
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/// </para>
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/// </summary>
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[Fact]
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public void ServiceWindowCoversAPublishedNeighborLandblockNotOnlyTheExactCenter()
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{
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var factory = new FixtureContentFactory();
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using var owner = new HeadlessProcessContentOwner(
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ContentDescriptor(),
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_ => { },
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factory);
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using HeadlessProcessContentOwner.HeadlessProcessContentLease lease =
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owner.AcquireLease("fixture");
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var operations = new FixtureGameplayOperations();
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using var runtime = new GameRuntime(new GameRuntimeDependencies(
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operations, operations, operations, operations));
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var neighborhood = new HeadlessCollisionNeighborhood(runtime, lease);
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const uint neighborLandblock = 0xA9B5FFFFu;
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const uint neighborCell = 0xA9B50001u;
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runtime.EntityObjects.Physics.Engine.AddLandblock(
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neighborLandblock,
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new TerrainSurface(new byte[81], new float[256]),
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Array.Empty<CellSurface>(),
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Array.Empty<PortalPlane>(),
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worldOffsetX: 0f,
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worldOffsetY: 0f);
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SeedResident(neighborhood, neighborLandblock);
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Assert.True(
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((IRuntimeRemotePlacementServiceWindow)neighborhood)
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.IsWithinServiceWindow(neighborCell));
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}
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private static void SeedResident(
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HeadlessCollisionNeighborhood neighborhood,
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uint landblockId)
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{
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FieldInfo field = typeof(HeadlessCollisionNeighborhood).GetField(
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"_resident",
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BindingFlags.NonPublic | BindingFlags.Instance)
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?? throw new MissingFieldException(
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nameof(HeadlessCollisionNeighborhood), "_resident");
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var resident = (HashSet<uint>)field.GetValue(neighborhood)!;
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resident.Add(landblockId);
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}
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private static HeadlessContentDescriptor ContentDescriptor() => new()
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{
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DatDirectory = "fixture-dats",
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PreparedAssetPath = "fixture.pak",
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};
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private sealed class FixtureContentFactory
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: IHeadlessProcessContentFactory
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{
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internal FixtureContentFactory()
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{
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DatsResource =
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DispatchProxy.Create<IDatReaderWriter, TestResourceProxy>();
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PreparedResource =
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DispatchProxy.Create<ITestPreparedSource, TestResourceProxy>();
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}
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internal IDatReaderWriter DatsResource { get; }
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internal ITestPreparedSource PreparedResource { get; }
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public HeadlessOpenedProcessContent Open(
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HeadlessContentDescriptor descriptor,
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Action<string> diagnostic) =>
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new(
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DatsResource,
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PreparedResource,
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MagicCatalog.Empty,
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ImmutableArray.CreateRange(new float[256]));
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}
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private sealed class FixtureGameplayOperations
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: IRuntimeCombatAttackOperations,
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IRuntimeCombatTargetOperations,
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IRuntimeCombatModeOperations,
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IRuntimeSpellCastOperations
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{
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public bool CanStartAttack() => false;
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public void PrepareAttackRequest()
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{
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}
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public bool SendAttack(AttackHeight height, float power) => false;
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public void SendCancelAttack()
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{
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}
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public bool IsDualWield => false;
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public bool PlayerReadyForAttack => false;
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public bool AutoRepeatAttack => false;
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public bool AutoTarget => false;
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public uint? SelectClosestTarget() => null;
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public bool IsInWorld => false;
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public IReadOnlyList<ClientObject> GetOrderedEquipment() => [];
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public void NotifyExplicitCombatModeRequest()
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{
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}
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public void SendChangeCombatMode(CombatMode mode)
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{
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}
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public uint LocalPlayerId => 0u;
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public bool CanSend => false;
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public bool HasRequiredComponents(uint spellId) => false;
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public bool IsTargetCompatible(
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uint targetId, SpellMetadata spell, bool showMessage) => false;
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public void StopCompletely()
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{
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}
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public void SendUntargeted(uint spellId)
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{
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}
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public void SendTargeted(uint targetId, uint spellId)
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{
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}
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public void DisplayMessage(string message)
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{
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}
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public void IncrementBusy()
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{
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}
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}
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}
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