fix(headless): #365 — collision-admission-open window drove the first-entry conductor into a permanent seal refusal
Root cause (measured live via ACDREAM_PROBE_PARK=1): HeadlessSessionWorldProjection drove the first-entry conductor unconditionally, including while HeadlessCollisionNeighborhood's own 3x3 publication plan held a genuinely open RuntimeCollisionAdmission for the local player's landblock. Every TrySealCollisionEvaluationAuthority attempt during that window failed (IsCollisionEvaluationPrefixAdmissible false) and retried forever without recovering — measured verdict: "seal-refused" repeating with no preceding [rearm] verdict= line (the operation never even reached the AwaitingCell park). This is the diagnosis doc's "structural half" mechanism; no evidence of the "circular HasOldPrefixPlacementDebt" hypothesis was observed, so that shape was not needed. Step 1 (enabler): HeadlessStaticStateAudit.ValidateProcessIsolation now takes sessionCount and only refuses process-global physics probes for sessionCount > 1 — its own multi-root-attribution rationale never applied to a single session, and it was blocking the exact probe built to diagnose this class of stall. Step 3a (root cause): new IHeadlessCollisionNeighborhood.IsQuiescent gates ProjectSpawn/ProjectPosition/PumpFirstEntry's conductor-drive calls — the conductor is never driven while the neighborhood's own publication owns collision authority for that tick. Step 4 (defense-in-depth): HeadlessLocalPlayerFrameHost.CanAdvancePlayer now requires Controller.CanExecuteLiveMovement instead of just a non-null controller — the headless-only gap that turned the (now-fixed) hydration stall into a hard crash reaching SuspendObjectUpdate on a dormant controller. RuntimeLocalPlayerFrameController's three shared entry points gained the same guard, contract-preserving for the graphical host. Verified end-to-end against live ACE (jump-probe policy, three runs): hydration succeeds cleanly (136 entities load vs. 0 before), no seal-refused spam, no crash from the original bug, graceful logout every time. Full airborne-transition confirmation is blocked by a separate, newly-discovered, pre-existing defect filed as #368 (the headless scheduler's Task.Delay(...).ConfigureAwait(false) tick loop can resume on a different ThreadPool thread mid collision-generation, tripping EnsureCollisionMutationThread) — explicitly out of scope here, not mentioned anywhere in the #365 diagnosis, and unsafe to fix without graphical-host verification this session was constrained not to perform. New tests: the real-admission hydration test (fails on the pre-Step-3a tree, verified by temporarily reverting the three gates and confirming failure, then restoring), the PumpFirstEntry quiescence-gate test, the CanAdvancePlayer publication-lifecycle test, the dormant-controller sabotage tests for RuntimeLocalPlayerFrameController, and the audit single/multi-session tests. RuntimeLocalPlayerPhysicsPublicationStateTests is untouched. Full Release suite: 12,343 passed / 4 skipped / 0 failed (baseline ~12,330/4 plus 11 new tests). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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10 changed files with 937 additions and 35 deletions
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@ -72,8 +72,18 @@ public sealed class RuntimeLocalPlayerFrameController
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{
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_advancedFrame = null;
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PlayerMovementController? controller = _host.Controller;
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if (!_host.CanAdvancePlayer || controller is null)
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// #365 Step 4 hardening: a host whose CanAdvancePlayer check is
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// looser than "published" (the exact defect this issue fixed for
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// the headless host) still cannot reach a dormant controller here —
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// contract-preserving for hosts (the graphical one) that already
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// gate correctly, since a published controller's
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// CanExecuteLiveMovement is always true.
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if (!_host.CanAdvancePlayer
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|| controller is null
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|| !controller.CanExecuteLiveMovement)
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{
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return;
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}
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if (!float.IsFinite(deltaSeconds) || deltaSeconds <= 0f)
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{
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@ -132,8 +142,18 @@ public sealed class RuntimeLocalPlayerFrameController
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public void RunPostNetworkCommandPhase()
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{
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PlayerMovementController? controller = _host.Controller;
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if (!_host.CanAdvancePlayer || controller is null)
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// #365 Step 4 hardening: a host whose CanAdvancePlayer check is
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// looser than "published" (the exact defect this issue fixed for
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// the headless host) still cannot reach a dormant controller here —
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// contract-preserving for hosts (the graphical one) that already
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// gate correctly, since a published controller's
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// CanExecuteLiveMovement is always true.
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if (!_host.CanAdvancePlayer
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|| controller is null
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|| !controller.CanExecuteLiveMovement)
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{
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return;
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}
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bool hidden = _host.IsHidden;
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if (_advancedFrame is { } advanced
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@ -163,8 +183,13 @@ public sealed class RuntimeLocalPlayerFrameController
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{
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frame = default;
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PlayerMovementController? controller = _host.Controller;
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if (!_host.CanAdvancePlayer || controller is null)
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// #365 Step 4 hardening: see AdvanceBeforeNetwork's matching comment.
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if (!_host.CanAdvancePlayer
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|| controller is null
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|| !controller.CanExecuteLiveMovement)
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{
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return false;
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}
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bool hidden = _host.IsHidden;
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if (_advancedFrame is { } advanced
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