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>
This commit is contained in:
parent
78f1eb1896
commit
529e0e9d88
68 changed files with 5977 additions and 831 deletions
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@ -164,7 +164,9 @@ internal sealed class PlayerModeController :
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try { RetireApproachLifetime(); }
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catch (Exception error) { failures.Add(error); }
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_mode.IsPlayerMode = false;
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_controllerSlot.Controller = null;
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// C3c: the movement controller is Runtime-owned — player-mode exit
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// detaches presentation only; the publication lifecycle (generation
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// reset/teardown) owns the controller's retirement.
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_hostSlot.Host = null;
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_chase.Legacy = null;
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_chase.Retail = null;
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@ -201,7 +203,9 @@ internal sealed class PlayerModeController :
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try { RetireApproachLifetime(); }
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catch (Exception error) { failures.Add(error); }
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_mode.ResetSession();
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_controllerSlot.Controller = null;
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// C3c: the Runtime generation reset retires the controller through
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// RuntimeLocalPlayerMovementState.ResetSession; App detaches
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// presentation only.
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_hostSlot.Host = null;
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_chase.Legacy = null;
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_chase.Retail = null;
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@ -233,6 +237,19 @@ internal sealed class PlayerModeController :
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return false;
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}
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// C3c: player mode attaches presentation to the Runtime-published
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// controller/host; until the first-entry conductor commits them,
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// entry simply retries on a later frame.
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if (_controllerSlot.Controller is not { } publishedController
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|| !publishedController.IsRuntimePublished
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|| playerRecord.PhysicsHost is not EntityPhysicsHost)
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{
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Console.WriteLine(
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$"live: {loggingTag} — Runtime first-entry controller for "
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+ $"0x{playerGuid:X8} not committed yet");
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return false;
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}
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BuildControllerAndCamera(
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loggingTag,
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playerGuid,
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@ -247,6 +264,32 @@ internal sealed class PlayerModeController :
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WorldEntity playerEntity,
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LiveEntityRecord playerRecord)
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{
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// C3c route-1 flip: the movement controller, physics body, host, and
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// committed placement are Runtime-owned — constructed and activated
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// by the first-entry conductor's publication chain before player
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// mode can enter. This method attaches only App presentation
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// (approach lifetime, animation bindings, camera, shadow, host
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// slot). A failure here rolls back camera/shadow ONLY and never
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// touches Runtime. C3c-R1 review F8: auto-entry does NOT retry a
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// throw from this attach — PlayerModeAutoEntry.TryEnter disarms its
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// one-shot BEFORE invoking EnterPlayerMode, so an exception here
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// burns the shot; recovery is the manual Tab entry (or a session
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// reset re-arming the trigger).
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if (_controllerSlot.Controller is not { } controller
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|| !controller.IsRuntimePublished)
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{
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throw new InvalidOperationException(
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$"Player mode ({loggingTag}) requires the Runtime-published "
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+ "local movement controller; the first-entry conductor has "
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+ "not committed it yet.");
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}
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if (playerRecord.PhysicsHost is not EntityPhysicsHost playerHost)
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{
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throw new InvalidOperationException(
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$"Player mode ({loggingTag}) requires the Runtime-committed "
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+ "local physics host.");
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}
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IPlayerApproachCompletionSink approachLifetime =
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_approachCompletions.BeginControllerLifetime();
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bool lifetimeCommitted = false;
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@ -256,46 +299,11 @@ internal sealed class PlayerModeController :
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LocalPlayerShadowState.Snapshot? priorShadow = _shadow.Capture();
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try
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{
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var controller = new PlayerMovementController(
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_physics,
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playerRecord.ObjectClock,
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PlayerMovementConstructionOptions.From(_skills.Snapshot));
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controller.ApplyPhysicsState(playerRecord.FinalPhysicsState);
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// Retail MovementManager::MakeMoveToManager @ 0x00524000 creates one
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// MoveToManager facade over the local CPhysicsObj seams.
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PlayerMovementController capturedController = controller;
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EntityPhysicsHost playerHost = null!;
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controller.Movement.MoveToFactory = () =>
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// Approach-completion presentation rides the Runtime-owned
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// MoveToManager (created by the publication chain's own
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// MakeMoveToManager).
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if (controller.MoveTo is { } moveTo)
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{
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var moveTo = new MoveToManager(
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capturedController.Motion,
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stopCompletely: () =>
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capturedController.StopCompletelyAtPhysicsObjectBoundary(),
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getPosition: () => new Position(
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capturedController.CellId,
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capturedController.Position,
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capturedController.BodyOrientation),
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getHeading: () => MoveToMath.HeadingFromYaw(capturedController.Yaw),
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setHeading: (heading, _) => capturedController.Yaw =
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MoveToMath.YawFromHeading(heading),
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getOwnRadius: () => _motionBindings.GetSetupCylinder(
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playerGuid,
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playerEntity).Radius,
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getOwnHeight: () => _motionBindings.GetSetupCylinder(
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playerGuid,
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playerEntity).Height,
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contact: () => capturedController.BodyInContact,
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isInterpolating: () => false,
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getVelocity: () => capturedController.BodyVelocity,
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getSelfId: () => playerGuid,
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setTarget: (context, target, radius, quantum) =>
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playerHost.SetTarget(context, target, radius, quantum),
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clearTarget: playerHost.ClearTarget,
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getTargetQuantum: () => playerHost.TargetManager.GetTargetQuantum(),
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setTargetQuantum: playerHost.TargetManager.SetTargetQuantum,
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curTime: () => capturedController.SimTimeSeconds);
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moveTo.MoveToComplete = error =>
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{
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if (PhysicsDiagnostics.ProbeAutoWalkEnabled)
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@ -307,75 +315,8 @@ internal sealed class PlayerModeController :
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};
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moveTo.MoveToCancelled = error =>
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approachLifetime.PublishCancellation(error);
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moveTo.StickTo = (target, radius, height) =>
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playerHost.PositionManager.StickTo(target, radius, height);
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moveTo.Unstick = () => playerHost.PositionManager.UnStick();
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return moveTo;
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};
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MovementManager exactMovement = controller.Movement;
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var configuredHost = new EntityPhysicsHost(
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playerGuid,
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getPosition: () => new Position(
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playerRecord.FullCellId,
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playerRecord.WorldEntity?.Position ?? capturedController.Position,
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capturedController.BodyOrientation),
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getVelocity: () => capturedController.BodyVelocity,
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getRadius: () => _motionBindings.GetSetupCylinder(
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playerGuid,
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playerEntity).Radius,
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inContact: () => capturedController.BodyInContact,
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minterpMaxSpeed: () => capturedController.Motion.GetAdjustedMaxSpeed(),
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curTime: () => capturedController.SimTimeSeconds,
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physicsTimerTime: () => capturedController.SimTimeSeconds,
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getObjectA: _motionBindings.ResolvePhysicsHost,
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handleUpdateTarget: info =>
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{
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if (PhysicsDiagnostics.ProbeAutoWalkEnabled)
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{
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Console.WriteLine(
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$"[autowalk-target] object=0x{info.ObjectId:X8} "
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+ $"status={info.Status} context={info.ContextId} "
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+ $"target=({info.TargetPosition.Frame.Origin.X:F2},"
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+ $"{info.TargetPosition.Frame.Origin.Y:F2},"
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+ $"{info.TargetPosition.Frame.Origin.Z:F2})");
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}
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exactMovement.HandleUpdateTarget(info);
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},
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interruptCurrentMovement: () => exactMovement.CancelMoveTo(
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WeenieError.ActionCancelled));
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playerHost = EntityPhysicsHostComposition.SelectStableHostWithoutRebind(
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_liveEntities,
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playerRecord,
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configuredHost);
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exactMovement.MakeMoveToManager();
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controller.Motion.UnstickFromObject = () =>
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playerHost.PositionManager.UnStick();
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controller.PositionManager = playerHost.PositionManager;
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controller.Motion.InterruptCurrentMovement = () =>
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{
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if (PhysicsDiagnostics.ProbeAutoWalkEnabled
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&& exactMovement.IsMovingTo())
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{
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Console.WriteLine("[autowalk-end] reason=interrupt");
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}
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exactMovement.CancelMoveTo(WeenieError.ActionCancelled);
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};
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if (RuntimeMovementSkillProjection.ApplyTo(
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_skills,
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controller))
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{
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Console.WriteLine(
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$"live: {loggingTag} — applied server skills "
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+ $"run={_skills.RunSkill} jump={_skills.JumpSkill}");
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}
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ApplyStepHeights(controller, playerEntity, playerGuid);
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uint initialCellId = ResolveInitialCell(playerGuid, playerEntity);
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Action? drainPriorAnimationQueue = null;
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if (_animations.TryGetValue(playerEntity.Id, out LiveEntityAnimationState? animation)
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&& animation.Sequencer is { } sequencer)
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{
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@ -392,51 +333,9 @@ internal sealed class PlayerModeController :
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sequencer.Manager.CheckForCompletedMotions;
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controller.Motion.DefaultSink =
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new MotionTableDispatchSink(sequencer);
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drainPriorAnimationQueue = sequencer.Manager.HandleEnterWorld;
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sequencer.Manager.HandleEnterWorld();
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}
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// Retail CPhysicsObj owns CMotionInterp and CPartArray throughout
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// construction. Our split owners preserve that lifetime with a
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// narrow preparation lease: SetPosition's synchronous type-5
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// completion reaches this candidate MotionInterpreter, while the
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// public controller slot remains unpublished until every other
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// player-mode edge has prepared successfully.
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using IDisposable motionPreparation =
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_controllerSlot.BeginMotionPreparation(
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controller,
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drainPriorAnimationQueue);
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ResolveResult initial = _physics.Resolve(
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playerEntity.Position,
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initialCellId,
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Vector3.Zero,
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100f);
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var (placementRadius, placementHeight) =
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_motionBindings.GetSetupCylinder(playerGuid, playerEntity);
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if (placementRadius < 0.05f)
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{
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placementRadius = 0.48f;
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placementHeight = 1.835f;
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}
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ResolveResult placement = _physics.ResolvePlacement(
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initial.Position,
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initial.CellId,
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placementRadius,
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placementHeight,
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controller.StepUpHeight,
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controller.StepDownHeight,
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ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
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playerEntity.Id);
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if (placement.Ok)
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initial = placement;
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controller.PreparePositionForCommit(
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initial.Position,
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initial.CellId,
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CellLocalForSeed(initial.Position, initial.CellId));
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controller.SetBodyOrientation(playerEntity.Rotation);
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var legacyCamera = new ChaseCamera { Aspect = _viewport.Aspect };
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var retailCamera = new RetailChaseCamera
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{
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@ -446,44 +345,15 @@ internal sealed class PlayerModeController :
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cameraAttempted = true;
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_camera.EnterChaseMode(legacyCamera, retailCamera);
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EntityPhysicsHost stableAfterCamera =
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EntityPhysicsHostComposition.SelectStableHostWithoutRebind(
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_liveEntities,
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playerRecord,
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configuredHost);
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if (!ReferenceEquals(stableAfterCamera, playerHost))
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{
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throw new InvalidOperationException(
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"The local physics host changed during chase-camera activation.");
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}
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shadowAttempted = true;
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_shadow.SyncPose(
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playerEntity,
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initial.Position,
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controller.Position,
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playerEntity.Rotation,
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initial.CellId,
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controller.CellId,
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force: true);
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// Publish the incarnation-stable CPhysicsObj delegates only after all
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// DAT, placement, shadow, and camera preparation has succeeded. A
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// late preparation failure therefore cannot expose an abandoned
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// controller through LiveEntityRecord.PhysicsHost.
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EntityPhysicsHost publishedHost = EntityPhysicsHostComposition.InstallOrRebind(
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_liveEntities,
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playerRecord,
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configuredHost);
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if (!ReferenceEquals(publishedHost, playerHost))
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{
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throw new InvalidOperationException(
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"The local physics host changed between preparation and commit.");
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}
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playerEntity.SetPosition(initial.Position);
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playerEntity.ParentCellId = initial.CellId;
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controller.CommitPreparedPosition();
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_hostSlot.Host = publishedHost;
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_controllerSlot.Controller = controller;
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_hostSlot.Host = playerHost;
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_chase.Legacy = legacyCamera;
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_chase.Retail = retailCamera;
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_mode.IsPlayerMode = true;
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@ -505,8 +375,16 @@ internal sealed class PlayerModeController :
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catch (Exception cleanupError) { failures.Add(cleanupError); }
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}
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// C3c: presentation-only rollback. The Runtime-published
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// controller/body/host stay live — retail has no entry-flow
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// rollback. C3c-R1 review F8: this rethrow is NOT retried by
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// auto-entry — the one-shot trigger disarms before invoking
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// (PlayerModeAutoEntry.TryEnter), and the throw also propagates
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// out of the auto-entry context before its world-reveal
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// Complete() call. After a failed attach the player re-enters
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// via the manual Tab path (or a session reset re-arms the
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// trigger).
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_mode.IsPlayerMode = false;
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_controllerSlot.Controller = null;
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_hostSlot.Host = null;
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_chase.Legacy = null;
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_chase.Retail = null;
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@ -532,92 +410,4 @@ internal sealed class PlayerModeController :
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_approachCompletions.RetireControllerLifetime(lifetime);
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}
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private void ApplyStepHeights(
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PlayerMovementController controller,
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WorldEntity playerEntity,
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uint playerGuid)
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{
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if ((playerEntity.SourceGfxObjOrSetupId & 0xFF000000u) == 0x02000000u)
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{
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DatReaderWriter.DBObjs.Setup? setup;
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lock (_datLock)
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setup = _dats.Get<DatReaderWriter.DBObjs.Setup>(
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playerEntity.SourceGfxObjOrSetupId);
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if (setup is not null)
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_collisionAssets.CacheSetup(
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playerEntity.SourceGfxObjOrSetupId,
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setup);
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// TS-46 (2026-07-30): CPartArray::GetStepUpHeight/GetStepDownHeight
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// (0x005180d0/0x005180f0) return setup->step_up_height * this->scale
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// — apply the same ObjScale multiply the remote/ordinary paths now
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// use (LiveEntityMotionRuntimeController.GetSetupMoverShape), for
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// parity on a non-1.0-scale player (a rare but real case — e.g. a
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// disguise/size-changing effect). Human ObjScale is 1.0 in the
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// overwhelming common case, so this is a no-op there.
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float scale =
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_liveEntities.Snapshots.TryGetValue(playerGuid, out var sp)
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&& sp.ObjScale is { } objScale && objScale > 0f
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? objScale
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: (playerEntity.Scale > 0f ? playerEntity.Scale : 1f);
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controller.StepUpHeight = setup is { StepUpHeight: > 0f }
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? setup.StepUpHeight * scale
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: 0.4f;
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controller.StepDownHeight = setup is { StepDownHeight: > 0f }
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? setup.StepDownHeight * scale
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: 0.4f;
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// TS-46 (2026-07-30): the Setup's own ≤2-sphere list, verbatim —
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// retail CPhysicsObj::transition (0x00512dc0) seeds the sweep
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// from CPartArray::GetSphere, not a (radius, height) capsule
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// reconstruction. Empty (no Setup, or a Setup with no sphere
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// rows) leaves SphereList at its default empty value, which
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// ResolveWithTransition treats as "use the legacy scalar
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// reconstruction."
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controller.SphereList = setup?.Spheres is { Count: > 0 } spheres
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? spheres
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.Select(s => new FlatCollisionSphere(s.Origin, s.Radius))
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.ToImmutableArray()
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: ImmutableArray<FlatCollisionSphere>.Empty;
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Console.WriteLine(
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$"physics: player step heights — StepUp={controller.StepUpHeight:F3} m "
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+ $"(Setup.StepUpHeight={(setup?.StepUpHeight ?? 0f):F3}), "
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+ $"StepDown={controller.StepDownHeight:F3} m "
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+ $"(Setup.StepDownHeight={(setup?.StepDownHeight ?? 0f):F3}), "
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+ $"Spheres={controller.SphereList.Length}");
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return;
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}
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controller.StepUpHeight = 0.4f;
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controller.StepDownHeight = 0.4f;
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controller.SphereList = ImmutableArray<FlatCollisionSphere>.Empty;
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Console.WriteLine(
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"physics: player step heights — defaulting to 0.4 m (no setup dat)");
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}
|
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|
||||
private uint ResolveInitialCell(uint playerGuid, WorldEntity playerEntity)
|
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{
|
||||
if (_liveEntities.Snapshots.TryGetValue(playerGuid, out var spawn)
|
||||
&& spawn.Position is { LandblockId: not 0u } position)
|
||||
{
|
||||
return position.LandblockId;
|
||||
}
|
||||
|
||||
int landblockX = _origin.CenterX
|
||||
+ (int)MathF.Floor(playerEntity.Position.X / 192f);
|
||||
int landblockY = _origin.CenterY
|
||||
+ (int)MathF.Floor(playerEntity.Position.Y / 192f);
|
||||
return ((uint)landblockX << 24)
|
||||
| ((uint)landblockY << 16)
|
||||
| 0x0001u;
|
||||
}
|
||||
|
||||
private Vector3 CellLocalForSeed(Vector3 worldPosition, uint cellId)
|
||||
{
|
||||
int landblockX = (int)((cellId >> 24) & 0xFFu);
|
||||
int landblockY = (int)((cellId >> 16) & 0xFFu);
|
||||
var origin = new Vector3(
|
||||
(landblockX - _origin.CenterX) * 192f,
|
||||
(landblockY - _origin.CenterY) * 192f,
|
||||
0f);
|
||||
return worldPosition - origin;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue