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
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68 changed files with 5977 additions and 831 deletions
86
src/AcDream.App/Net/LiveMovementStatsApplier.cs
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src/AcDream.App/Net/LiveMovementStatsApplier.cs
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using AcDream.Runtime.Gameplay;
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namespace AcDream.App.Net;
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/// <summary>
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/// C3c-F1 (2026-08-02): the App half of the movement-stats application
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/// seam. Every server stat recompute (skills, burden, stamina, PK status —
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/// the character-bindings <c>OnSkillsUpdated</c>/<c>OnMovementStatsUpdated</c>
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/// callbacks) routes through
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/// <see cref="RuntimeLocalPlayerMovementState.ApplyCharacterMovementStats"/>;
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/// App holds no controller reference and performs no direct configuration
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/// mutation. A recompute displaced past session teardown (the post-logout
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/// inbound-Create ingest chain that crashed the connected lifecycle gate)
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/// observes a typed dropped outcome and is logged under the existing
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/// player diagnostics instead of faulting the session.
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/// </summary>
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/// <remarks>
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/// Stuck-cast fix (2026-07-30): retail fires
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/// <c>CPhysicsObj::report_exhaustion</c> from exactly ONE site —
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/// <c>CommandInterpreter::HandleExhaustion</c> (0x006b3c70), a
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/// notification-handler vtable slot invoked on the stamina-exhaustion
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/// EVENT — not on every vitals refresh. The P1 wiring called
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/// <c>ReportExhaustion()</c> on EVERY movement-stats application
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/// (every stamina regen/drain tick), and each call re-dispatches the
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/// current movement state through the animation sink — truncating any
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/// in-flight action animation (cast gestures wedged mid-play; the
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/// diagnostic session showed 490 spurious stance re-queues). The
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/// re-apply fires only when the exhausted state (stamina == 0)
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/// actually TRANSITIONS, matching retail's event semantics. Skill/
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/// burden changes still reach <c>PlayerWeenie</c> immediately through
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/// the owner seam — the next natural dispatch picks up the new rates,
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/// exactly as retail. The edge is observed for dormant applications too
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/// (the event fired; a player not yet in world has no movement to
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/// re-dispatch, and activation starts movement from the already-current
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/// stamina gate), but dispatched only on a live controller.
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/// </remarks>
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internal sealed class LiveMovementStatsApplier(
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RuntimeLocalPlayerMovementState movement,
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RuntimeMovementSkillState skills,
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Action<string> log)
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{
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private readonly RuntimeLocalPlayerMovementState _movement = movement
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?? throw new ArgumentNullException(nameof(movement));
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private readonly RuntimeMovementSkillState _skills = skills
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?? throw new ArgumentNullException(nameof(skills));
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private readonly Action<string> _log = log
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?? throw new ArgumentNullException(nameof(log));
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private readonly StaminaExhaustionEdgeTracker _staminaExhaustion = new();
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/// <summary>
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/// Forgets the retiring character/session exhaustion baseline; the next
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/// generation's first sample must not synthesize an edge.
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/// </summary>
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public void Reset() => _staminaExhaustion.Reset();
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public RuntimeMovementStatsApplication Apply(string reason)
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{
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RuntimeMovementStatsApplication outcome =
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_movement.ApplyCharacterMovementStats(_skills);
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switch (outcome)
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{
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case RuntimeMovementStatsApplication.DroppedNoController:
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case RuntimeMovementStatsApplication.DroppedIncompleteSnapshot:
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// Byte-identical to the pre-F1 ApplyTo=false silent skip.
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return outcome;
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case RuntimeMovementStatsApplication.DroppedDisplacedController:
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_log(
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$"player: dropped displaced movement {reason} — the "
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+ "Runtime movement controller is terminal");
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return outcome;
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}
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RuntimeMovementSkillSnapshot snapshot = _skills.Snapshot;
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if (_staminaExhaustion.Observe(snapshot.CurrentStamina)
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&& outcome is RuntimeMovementStatsApplication.AppliedLive)
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{
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_movement.ReportExhaustion();
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}
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_log(
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$"player: applied server movement {reason} "
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+ $"run={snapshot.RunSkill} jump={snapshot.JumpSkill} "
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+ $"burden={snapshot.Burden:F2} stamina={snapshot.CurrentStamina}");
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return outcome;
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}
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}
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