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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31 changed files with 1102 additions and 73 deletions
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@ -2,7 +2,6 @@ using System;
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.Core.Physics;
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using DatReaderWriter;
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using DatReaderWriter.Types;
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// Local (AcDream.Core.Vfx) has its own stub `PhysicsScript` type in
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// VfxModel.cs; alias the dat-reader type to avoid name collision.
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@ -82,8 +81,8 @@ public sealed class PhysicsScriptRunner
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/// <summary>
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/// Preferred ctor — resolver delegate lets this class stay
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/// DatCollection-free for testing. Production code will pass
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/// a lambda that hits <c>DatCollection.Get<PhysicsScript></c>.
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/// DAT-reader-free for testing. Production passes the centralized retail
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/// compatibility loader so CreateBlockingParticle cannot misalign hooks.
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/// </summary>
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public PhysicsScriptRunner(Func<uint, DatPhysicsScript?> resolver, IAnimationHookSink sink)
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{
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@ -91,21 +90,6 @@ public sealed class PhysicsScriptRunner
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_sink = sink ?? throw new ArgumentNullException(nameof(sink));
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}
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/// <summary>
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/// Convenience ctor — builds a resolver around a <see cref="DatCollection"/>.
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/// </summary>
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public PhysicsScriptRunner(DatCollection dats, IAnimationHookSink sink)
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: this(id => SafeGet(dats, id), sink)
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{
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}
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private static DatPhysicsScript? SafeGet(DatCollection dats, uint id)
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{
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if (dats is null) return null;
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try { return dats.Get<DatPhysicsScript>(id); }
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catch { return null; }
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}
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/// <summary>Number of scripts currently active (for telemetry).</summary>
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public int ActiveScriptCount => _active.Count;
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