refactor(app): key live projections by runtime identity

Move materialized live-object sidecars and presentation worksets to exact RuntimeEntityKey ownership. Runtime remains the only GUID/incarnation/local-ID authority while hydration, animation, effects, lights, equipped children, renderer resources, visibility, liveness, and teardown resolve exact projection identities. Preserve synchronous callbacks, local-ID allocation order, and current rendering behavior.
This commit is contained in:
Erik 2026-07-25 21:50:58 +02:00
parent e18df84437
commit 420e5eea70
73 changed files with 2939 additions and 1715 deletions

View file

@ -697,7 +697,7 @@ public sealed class RemotePhysicsUpdaterTests
new DelegateLiveEntityResourceLifecycle(_ => { }, _ => { }));
BindHiddenRemote(live, firstGuid);
BindHiddenRemote(live, secondGuid);
Assert.Equal(2, live.SpatialRemoteMotionRuntimes.Count);
Assert.Equal(2, live.SpatialRemoteMotionRuntimeCount);
var updater = new RemotePhysicsUpdater(
new PhysicsEngine(),
@ -721,7 +721,7 @@ public sealed class RemotePhysicsUpdaterTests
Assert.Single(published);
Assert.Equal(published, partPoseDirty);
Assert.Single(live.SpatialRemoteMotionRuntimes);
Assert.Equal(1, live.SpatialRemoteMotionRuntimeCount);
}
private static PhysicsEngine BuildBoundaryEngine()
@ -908,14 +908,8 @@ public sealed class RemotePhysicsUpdaterTests
Vector3 position,
bool enqueueDestination)
{
LiveEntityRegistrationResult registration = Live.RegisterLiveEntity(
Spawn(instanceSequence, position));
LiveEntityRecord record = Assert.IsType<LiveEntityRecord>(
registration.Record);
WorldEntity entity = Assert.IsType<WorldEntity>(
Live.MaterializeLiveEntity(
Guid,
SourceCell,
LiveEntityRecord record = Live.RegisterAndMaterializeProjection(
Spawn(instanceSequence, position),
id => new WorldEntity
{
Id = id,
@ -925,7 +919,8 @@ public sealed class RemotePhysicsUpdaterTests
Rotation = Quaternion.Identity,
MeshRefs = Array.Empty<MeshRef>(),
ParentCellId = SourceCell,
}));
});
WorldEntity entity = Assert.IsType<WorldEntity>(record.WorldEntity);
var remote = new AcDream.App.Physics.RemoteMotion();
remote.Body.Position = position;
remote.Body.Orientation = Quaternion.Identity;