feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8)
Campaign P remaining-physics-divergence, placement cutover slice C3c
(docs/plans/2026-08-02-placement-cutover.md). Both production hosts now
register every initial Create through the residence + continuation-
executor + first-entry-conductor machinery (C0-C3b):
- Graphical (route 1): RegisterEntityWithInitialResidence at Create; the
shared RuntimeFirstEntryDriveController pumps both conductors from the
placement-receipt flow; MaterializeProjection and RebucketLiveEntity
are presentation-only while a residence is ACTIVE (ExecutorCompleted is
the presentation-binding receipt); post-residence entities take the
full legacy path including the prepare_to_enter_world clock edges.
PlayerModeController attaches presentation to the Runtime-published
controller; its legacy resolve/step-heights/host-construction path is
deleted; presentation-only rollback (retail has no entry-flow rollback).
- Headless (route 8): OnSpawned registers with residence when a drive
exists; content-less sessions keep the pre-flip direct registration;
SynchronizeLocalPlayer/CreateController/ApplySetupStepHeights deleted;
prepared-collision read failure is a typed AwaitingCollisionSource
retry; far remotes outside the service window complete celless.
- RuntimeLocalPlayerMovementState.Controller setter sealed internal; all
controller mutation flows through the publication lifecycle.
Fix slices landed within this cutover, each dual-gated:
- F1: live movement-stat/server-physics application routed through the
Runtime ownership seam (post-logout ingest crash on the retired
controller eliminated; RuntimeMovementSkillProjection deleted).
- F2: login activation wedge - collision-admission prefix gate factored
out of the seal (reentrant-commit RejectedAuthority), rearm generation
identity corrected, PlayerModeAutoEntry requires the Runtime-published
controller (world reveal can no longer seal unmaterialized).
- F3: landblock-prefix 0-sentinel replaced by explicit absent-id guards;
map-corner landblocks (grid row/col 0) fully legal through admission,
park/rearm/retire, quiescence, and outdoor shadow seeds.
- F5: local-player first-entry ground contact seeded by the shared
SpawnPlacementSettler (moved App->Core) at FinalizeActivation - the
retail first-gravity-frame touch (enter_world 0x00516170 carries no
seed); the legacy unconditional force-seed is overwritten by a real
floor-found contact; airborne spawns stay airborne; outbound contact
bit verified end-to-end. Fixes the standing-cast 'You can't do that
while in the air!' rejections.
- R1 (dual-review round): login constraint leash armed at the committed
placement (HandleReceivedPosition 0x00453FD0 analog); register rows
AD-61 (settle-timing compression now covering the local player) and
AD-42 (repointed off the deleted resolve split) in this commit;
residence-conversion owner API; wire-landblock guards; drive-pending
ledger in IsConverged; route attach/detach latch; executor-drain drift
model documented + source-pinned.
Gates: Runtime 1,003, App 4,039/3 skips, Headless 79, complete solution
10,816/0 failed/4 skips (Release, -m:1); connected lifecycle/reconnect
gate PASS (logs/connected-world-gate-20260802-175401; graceful exits,
world-visible, zero airborne rejections). The nine-stop soak remains red
for the pre-existing 6b28ff99 whole-world collision-clone throughput
regression (attributed with evidence; scheduled as its own slice before
C5). Dual Opus reviews (retail-conformance + adversarial): delta PASS.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -62,7 +62,7 @@ accepted-divergence entries (#96, #49, #50).
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## 2. Adaptation (AD) — 46 active rows (AD-59/AD-60 filed 2026-08-02, continuation-executor slice)
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## 2. Adaptation (AD) — 47 active rows (AD-61 filed 2026-08-02, C3c review round 1 — the #270 settle compression now covers the local player; AD-42 refreshed same round — its cited App-side login resolve split was deleted by the C3c flip, the split survives only on the unflipped remote-teleport/headless portal-resync paths; AD-59/AD-60 filed 2026-08-02, continuation-executor slice)
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Recent retirements: AD-3/AD-4 retired 2026-07-31 by exact active/per-candidate
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visible-cell availability, full-catalog containment-root validation, and the
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@ -138,13 +138,14 @@ readiness/requeue adaptation. See
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| AD-39 | The `frames_stationary_fall` ladder + fsf≥3 UP-contact-plane manufacture runs AFTER acdream's fused LKCP-restore/contact-marking block, deriving retail's `_redo` as `cleanAdvance \|\| OnWalkable`; retail (ACE Transition.cs:1029-1061) interleaves the fsf block BETWEEN the LKCP-restore (sets `_redo`) and the contact-marking (reads the manufactured plane) (#182 rebuild, 2026-07-07) | `src/AcDream.Core/Physics/TransitionTypes.cs` (`ValidateTransition` fsf tail) | acdream deliberately fused ACE's separate LKCP-restore + contact-mark blocks (the L.2.3c/L.2.4/A6.P3 contact-retention divergences); running the ladder after them and re-marking grounding inside the manufacture branch is semantically equal (a grounded wall-slide is not a stuck-fall in either arrangement) without disturbing those hard-won fixes | If a future contact-retention change alters when OnWalkable is set relative to the ladder, `_redo` could misclassify a frame (grounded-jam mistaken for stuck-fall → spurious velocity zero, or vice-versa) — the fsf conformance tests pin the current arrangement | `CTransition::validate_transition` 0x0050aa70 pc:272625-656; ACE Transition.cs:1029-1061 |
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| AD-40 | The fsf `Stationary*` transient-bit encode (fsf→0x10/0x20/0x40) lives in the Core resolve writeback (`PhysicsEngine.ResolveWithTransition`), co-located with the fsf computation; retail encodes it in `handle_all_collisions` (pc:282737-758). Also: `PhysicsBody.CachedVelocity` is computed at the player chokepoint but not yet consumed — outbound wire velocity still uses the existing `get_state_velocity` path, not retail's cached_velocity source (#182 rebuild, 2026-07-07) | `src/AcDream.Core/Physics/PhysicsEngine.cs` (writeback); `src/AcDream.Runtime/Gameplay/PlayerMovementController.cs` (`CachedVelocity`) | Encoding in the writeback keeps the seed→ladder→writeback→seed round-trip self-contained in Core (testable without the App loop); the bit values + timing are identical to retail's (set after fsf is final, before the next resolve). CachedVelocity is faithful to carry now; routing the wire through it is a separate, unmeasured change | If a future consumer reads the Stationary* bits expecting retail's handle_all_collisions to have set them (it doesn't run in Core), the Core writeback is the source of truth; a wire-reporting change that assumes CachedVelocity is live would send the wrong velocity until it's wired | `handle_all_collisions` bit encode pc:282737-758; `get_velocity` 0x005113c0 (cached_velocity reader) |
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| AD-41 | The `candidateMoved` gate (retail UpdateObjectInternal pc:283657 `candidate != m_position`) suppresses the WHOLE SetPositionInternal-shaped commit (contact/walkable flags, HitGround/LeaveGround, `handle_all_collisions`, `cached_velocity`) on a no-move frame — narrowed 2026-07-30 (#265 bounce rework) from "only handle_all_collisions"; acdream still runs `ResolveWithTransition` (zero-distance) for cell/contact tracking, where retail skips the whole transition (#182 rebuild, 2026-07-07) | `src/AcDream.Runtime/Gameplay/PlayerMovementController.cs` (`candidateMoved` guard) | The load-bearing effect is not re-zeroing the gravity velocity that rebuilds after a stuck-fall bleed; the zero-distance resolve is a near-no-op (numSteps 0 → the zero-step early return, no ValidateTransition, contact plane persists via the writeback), so running it is harmless while keeping acdream's per-frame cell/membership refresh | If the zero-distance resolve ever gains a side effect on a no-move frame (a contact-plane clear, an fsf change), it would diverge from retail's skip — a no-move frame must stay a near-no-op | `CPhysicsObj::UpdateObjectInternal` 0x005156b0 pc:283657 (candidate-moved gate) |
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| AD-42 | Enter-world placement is split across two Core calls: legacy `Resolve` performs retail `AdjustPosition` + the host's established floor snap, then `ResolvePlacement` runs the verbatim object-aware `find_placement_pos` ring search. Retail runs initial environment placement, ring search, and final step-down inside one `find_placement_position` transition | `src/AcDream.App/Rendering/GameWindow.cs` (`EnterPlayerModeNow`); `src/AcDream.Core/Physics/PhysicsEngine.cs` (`ResolvePlacement`) | The first call has already committed the same validated cell/floor point that feeds the ring search; the second call uses the same sphere dimensions, collision registry, and cell id. Keeping the split preserves the proven indoor-login snap while adding the missing occupied-position behavior | A spawn that requires retail's final placement step-down after a ring candidate (rather than the existing floor snap before it) could settle at a slightly different Z on a ledge/water boundary; the overlap is still cleared | `CPhysicsObj::enter_world` 0x00516170; `CTransition::find_placement_position` 0x0050C170; `CTransition::find_placement_pos` 0x0050BA50 |
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| AD-42 | **Refreshed 2026-08-02 (C3c review round 1).** The two-call enter-world placement split (legacy `Resolve` = retail `AdjustPosition` + the host's established floor snap, then `ResolvePlacement` = the verbatim object-aware `find_placement_pos` ring search) survives ONLY on the unflipped portal-arrival paths: the remote-teleport controller and the headless portal-arrival resync. The LOCAL login first-entry no longer uses it — the C3c flip routes it through the single canonical Runtime SetPosition transaction (the faithful placement family), retiring the row's original `GameWindow.EnterPlayerModeNow` citation. Retail runs initial environment placement, ring search, and final step-down inside one `find_placement_position` transition | `src/AcDream.App/Physics/RemoteTeleportController.cs` (`ResolvePlacement`); `src/AcDream.Headless/Hosting/HeadlessSessionWorldProjection.cs` (`ResynchronizeLocalPlayerForPortalArrival`); `src/AcDream.Core/Physics/PhysicsEngine.cs` (`ResolvePlacement`) | The first call has already committed the same validated cell/floor point that feeds the ring search; the second call uses the same sphere dimensions, collision registry, and cell id. The surviving split paths are C4's portal-route flip scope | A teleport arrival that requires retail's final placement step-down after a ring candidate (rather than the existing floor snap before it) could settle at a slightly different Z on a ledge/water boundary; the overlap is still cleared | `CPhysicsObj::enter_world` 0x00516170; `CTransition::find_placement_position` 0x0050C170; `CTransition::find_placement_pos` 0x0050BA50 |
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| AD-43 | A malformed/custom PhysicsScript `CallPES` cycle whose script timeline never advances is rejected with a diagnostic; retail's linked scheduler would continue draining that zero-time tail indefinitely | `src/AcDream.Core/Vfx/PhysicsScriptRunner.cs` (timeline-progress ancestry guard) | Prevents corrupt DAT content from hanging the single update/render thread. Installed-DAT audit plus conformance tests prove the real rolling-weather cycles advance 2.8 seconds per edge and continue unchanged; only a no-progress strongly connected cycle is rejected | A custom DAT that deliberately relies on an infinite zero-time loop observes a rejected play instead of freezing the client | `ScriptManager::AddScriptInternal` 0x0051B310; `ScriptManager::UpdateScripts` 0x0051B480; `CPhysicsObj::CallPES` 0x00511AF0 |
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| AD-44 | acdream has no retained character-management screen: startup deterministically selects the first active, non-greyed CharacterList identity, and native-window close performs retail's complete character-logoff handshake plus transport disconnect before exiting instead of returning to character selection. One active `ReceiverData` equivalent means `ClientNet::LogOffServer`'s per-receiver loop sends one header. | `src/AcDream.Core.Net/Messages/CharacterList.cs` (`TrySelectFirstAvailable`); `src/AcDream.App/Rendering/GameWindow.cs` (live-session bootstrap, moving to `LiveSessionController` in Slice 3); `src/AcDream.Core.Net/WorldSession.cs` (`SelectCharacterForEnterWorld`, `Dispose`); `src/AcDream.Core.Net/Packets/TransportDisconnect.cs` | This preserves unattended startup and immediate ACE endpoint release while validating that the chosen identity is active/non-greyed and using the server's canonical account. A future retained character-management owner is separate UI/session work. | An account with multiple playable characters enters the first wire-order identity without retail's explicit choice. An eventual in-client "log off character" action cannot reuse the process-exit path; it must retain the authenticated socket after server `0xF653` and return to character management. | `gmCharacterManagementUI::SelectCharacter @ 0x004EC160`; `gmCharacterManagementUI::EnterGame @ 0x004ED440`; `gmCharGenMainUI::Update @ 0x004E8460`; `Proto_UI::LogOffCharacter @ 0x00546A20`; `CPlayerSystem::RequestLogOff @ 0x00562DD0`; `CPlayerSystem::ExecuteLogOff @ 0x0055D780`; `ClientNet::LogOffServer @ 0x00543EF0`; `SharedNet::SendOptionalHeader @ 0x00543160` |
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| AD-45 | App teardown can overlap a newer `INSTANCE_TS` record after retiring the old active identity. `TargetManager` therefore retains the exact target host and each `TargettedVoyeurInfo` retains the exact watcher host; unsubscribe, Sticky live-target reads, inbound sender validation, and ExitWorld delivery compare/use those pointer-like tokens rather than resolving a reused GUID. Retail stores only GUIDs because `DeleteObject` finishes `exit_world`/`leave_world` while the retiring `CPhysicsObj` remains the sole object-table entry. | `src/AcDream.Core/Physics/Motion/TargetManager.cs`; `StickyManager.cs`; `TargettedVoyeurInfo.cs`; `IPhysicsObjHost` exact relationship seams | This preserves retail's effective object-pointer identity while allowing App resource teardown to fail and retry without blocking an accepted newer server generation. Ordinary `GetObjectA` remains active-record-only, so tombstones cannot accept new relationships. | If any target/voyeur path bypasses the exact token, retrying an old teardown can remove or notify a newer same-GUID relationship, or Sticky can steer toward the replacement; retained tokens also keep the small manager graph alive until teardown converges. | `CPhysicsObj::exit_world @ 0x00514E60`; `CObjectMaint::DeleteObject(CPhysicsObj*) @ 0x00508460`; `ACCObjectMaint::DeleteObject(uint) @ 0x005576F0`; `TargetManager::SetTarget @ 0x0051AC30`; `ClearTarget @ 0x0051A7E0`; `AddVoyeur @ 0x0051A830`; `RemoveVoyeur @ 0x0051AD90` |
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| AD-57 | **Re-argued from TS-24 at Campaign P P7 (2026-07-30).** Outbound `RawMotionState.Actions` is always empty at runtime. The packer emits `num_actions` + per-action pairs (L.2b, `RawMotionState::Pack` 0x0051ed10) and the R3-W1 action FIFO capability exists (`AddAction`/`RemoveAction`/`ApplyMotion`/`RemoveMotion`); no production input path ENQUEUES autonomous actions yet because the emote/autonomous-motion feature surface is unimplemented. An empty list is byte-identical to retail's own no-pending-actions state, so this is a feature gap, not a divergence of existing behavior. | packer `src/AcDream.Core.Net/Messages/RawMotionStatePacker.cs`; FIFO `src/AcDream.Core/Physics/RawMotionState.cs` | Every currently-shipped movement packet matches retail byte-shape; the gap only manifests when emote-class autonomous actions are implemented. | When emotes land, forgetting to route them through the FIFO would silently drop them from the wire. | `RawMotionState::Pack` 0x0051ed10 |
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| AD-58 | **Re-argued from TS-40 at Campaign P P7 (2026-07-30).** Retail's `physics_obj->cell` null test ("placed in the world") is proxied by the explicit `PhysicsBody.InWorld` flag — set by `SnapToCell` and `RemoteMotion` construction, consumed by `CMotionInterp`'s detached-object link-strip guards. Equivalence: every acdream body that would have a null retail cell pointer has `InWorld == false` (bodies exist only for world entities; the flag flips exactly at placement/withdrawal), so the guards fire on the same population. A structural adaptation of retail's pointer-as-state idiom to acdream's explicit-flag idiom, not scheduled debt. | `src/AcDream.Core/Physics/PhysicsBody.cs` (`InWorld`); `src/AcDream.Core/Physics/MotionInterpreter.cs` (3 guard sites) | If a future path creates a body before world placement without clearing `InWorld`, the link-strip guards misfire where retail's null-cell test would not. | `CMotionInterp` link-strip guards raw @305xxx |
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| AD-59 | **Filed 2026-08-02 (physics campaign, continuation-executor slice).** The `SameIncarnationCreate` envelope buffers one publish per committed stage and flushes them ALL, in stage order, only after the LAST stage commits (constant-true per-field predicate, `IsCurrent`-checked at flush - the per-field closure variant was invalidated by WeenieDescription's six-field `AdvanceCreateAuthority`). A subscriber sees N back-to-back events with no interleaved observation point, each carrying the FINAL merged post-envelope record state, not per-stage state. | `src/AcDream.Runtime/Entities/RuntimeInitialCreateContinuationExecutor.cs` (`ApplyEnvelope` buffered-publish tail; `Publish`/`PublishNow`) | Retail's own tail is one synchronous critical section, and retail emits ONE notice per Create (`ECM_Physics::SendNotice_CreateObject`, fired whenever a weenie exists, independent of the physics-registration outcome) - never N per-internal-step notices. The buffered flush is closer to retail's one-signal model than per-step publication would be, though not a literal 1:1 match. | A subscriber diffing consecutive `Updated` events from the SAME envelope to isolate one stage's delta gets every stage's cumulative state on each event - silently wrong incremental-diff logic, not a crash. | `SmartBox::HandleCreateObject` 0x00454C80 same-incarnation tail (one synchronous critical section); `ACCObjectMaint::CreateObject` 0x00558870 step 11 (`ECM_Physics::SendNotice_CreateObject`) |
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| AD-61 | **Filed 2026-08-02 (C3c review round 1).** The #270 settle-timing compression now covers the LOCAL player: `RuntimeLocalPlayerPhysicsPublicationState.SettleFirstEntryGroundContact` runs the shared `SpawnPlacementSettler` exactly once after the dormant activation's final commit (suffix-current authority only), compressing retail's first post-`enter_world` gravity frame — which grants CONTACT/ON_WALKABLE from a real touch — into the placement transaction. The legacy App-era force-seed (`Contact\|OnWalkable\|Active` in `PlayerMovementController.SetPositionCore`) still RUNS during publication-candidate preparation and is then OVERWRITTEN by the faithful activation commit + settle (it was never deleted). Caveat (review minor M2): the settler commits `settle.Position` but discards `settle.CellId` — a settle whose few-cm sweep crosses a cell boundary keeps the placement cell until the next resolve corrects it (inherited #270 semantics; ISSUES entry filed) | `src/AcDream.Runtime/Gameplay/RuntimeLocalPlayerPhysicsPublicationState.cs` (`SettleFirstEntryGroundContact`); `src/AcDream.Core/Physics/SpawnPlacementSettler.cs` (`TrySettle`); overwritten seed `src/AcDream.Runtime/Gameplay/PlayerMovementController.cs` (`SetPositionCore`) | Timing compression only: contact comes exclusively from the sweep's real touch (no caller-bool seeding, no forced transients), an airborne spawn stays genuinely airborne, and the overwritten force-seed leaves no observable residue past the activation commit — the committed state is exactly what retail's first gravity frame produces | A settle crossing a cell boundary reports the stale placement cell for the frames before the next resolve; a future reader trusting `SetPositionCore`'s "treat as grounded" seed comment could reintroduce the Contact-without-plane state the landing family calls unrepresentable | `CPhysicsObj::enter_world` 0x00516170; `SmartBox::HandleCreateObject` 0x00454C80 |
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| AD-60 | **Filed 2026-08-02 (physics campaign, continuation-executor slice).** Executor Position-continuation merges never directly commit residency: `ApplyPositionAction` refreshes `canonical.Snapshot.Position` with the retained wire pose but withholds the derived `FullCellId` (`RefreshSnapshot(..., refreshPosition: false)`); only a Runtime `SetPosition` commit (the continuation's own classified placement) or a later simulation full-cell commit may change residency. The LEGACY immediate-apply path's `RefreshSnapshot(canonical, snapshot, refreshPosition: acceptedPosition)` (`RuntimeEntityObjectLifetime.cs:1338`) still derives `FullCellId` from bare wire acceptance - that coarser rule is part of the AP-1 divergence this campaign is removing, not something this row blesses. | `src/AcDream.Runtime/Entities/RuntimeInitialCreateContinuationExecutor.cs` (`ApplyPositionAction`, the CANONICAL CELL SEMANTICS comment) | Matches retail exactly: `HandleReceivedPosition` never writes a resident cell - `enter_world`/`MoveOrTeleport`'s placement commit and `SetPosition` do; also matches the classifier's documented cellless rule. | If a future change passes `refreshPosition: true` here, a wire Position would make a cellless canonical body resident without any placement/collision commit - the classic AP-1-shaped bug this campaign exists to close. | `SmartBox::HandleReceivedPosition` 0x00453FD0; `RuntimeAuthoritativePositionRouteClassifier.ClassifyAcceptedPosition` comment |
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