feat(vfx): decode retail hooks and typed tables
Replace the incomplete package path with one DatCollection-backed compatibility seam for PhysicsScripts and Animations. Preserve CreateBlockingParticle's inherited payload and following cursor, route every production and audit consumer through the corrected loaders, and apply retail's post-UnPack StartTime ordering. Add exact stored-order PhysicsScriptTable upper-threshold resolution, high-byte DID and embedded-ID validation, plus live effect profiles with Setup-to-PhysicsDesc precedence across top-level and attached entity lifetimes. Keep blocking execution deferred and narrow TS-11 accordingly. Pin synthetic malformed/cursor/order fixtures, installed-DAT blocking and recall audits, high-index IDs, IEEE boundaries, profile teardown, and ordinary decoder parity; synchronize architecture, inventory, milestones, roadmap, research, and memory. Co-Authored-By: Codex <noreply@openai.com>
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@ -24,9 +24,10 @@ namespace AcDream.Core.Vfx;
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/// <item><description>
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/// <see cref="CreateBlockingParticleHook"/> — has the same payload
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/// as CreateParticleHook, but suppresses creation while the same nonzero
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/// logical emitter ID is live. It does not pause animation. The dependency
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/// currently omits that inherited payload; the retail compatibility reader
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/// owns its decoding.
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/// logical emitter ID is live. It does not pause animation. Production DAT
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/// loading substitutes <see cref="RetailCreateBlockingParticleHook"/> so
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/// the inherited payload is retained despite the dependency's header-only
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/// model. Suppression itself lands with live emitter bindings in Step 5.
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/// </description></item>
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/// <item><description>
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/// <see cref="DestroyParticleHook"/> — stop the most-recent emitter
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@ -102,6 +103,13 @@ public sealed class ParticleHookSink : IAnimationHookSink
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{
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switch (hook)
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{
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case RetailCreateBlockingParticleHook:
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// The centralized content reader now preserves the complete
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// retail payload. Step 5 owns live logical-ID suppression and
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// attachment semantics; do not silently treat blocking as a
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// normal replacement before that mechanism lands.
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break;
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case CreateParticleHook cph:
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SpawnFromHook(entityId, entityWorldPosition,
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emitterInfoId: (uint)cph.EmitterInfoId,
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@ -111,11 +119,8 @@ public sealed class ParticleHookSink : IAnimationHookSink
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break;
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case CreateBlockingParticleHook:
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// Retail gives this the full CreateParticle payload and
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// suppresses creation only while the same nonzero logical ID
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// is live; it never pauses animation. The dependency loses
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// that payload, so TS-11 remains a no-op until the centralized
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// raw-hook compatibility reader supplies the retail shape.
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// Defensive package-decoder shape. Production raw loaders
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// replace this header-only model with the retail subclass.
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break;
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case DestroyParticleHook dph:
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@ -128,9 +133,8 @@ public sealed class ParticleHookSink : IAnimationHookSink
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_system.StopEmitter(handleToStop, fadeOut: true);
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break;
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// DefaultScript / CallPES are wired when PhysicsScript loading
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// is available. They arrive at the sink but we can't act until
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// the script table returns a real emitter list.
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// DefaultScript / CallPES are routed by the entity-effect owner in
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// Step 4. ParticleHookSink intentionally owns particles only.
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}
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}
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