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:
Erik 2026-08-02 18:10:33 +02:00
parent 78f1eb1896
commit 529e0e9d88
68 changed files with 5977 additions and 831 deletions

View file

@ -85,7 +85,8 @@ internal sealed record LiveSessionWorldRuntime(
RemoteMovementObservationTracker RemoteMovementObservations,
RenderSceneShadowRuntime? RenderSceneShadow,
RuntimePlacementPresentationSink PlacementProjection,
RuntimePlacementProjectionRetrySlot PlacementRetries);
RuntimePlacementProjectionRetrySlot PlacementRetries,
RuntimeFirstEntryDriveController FirstEntryDrive);
/// <summary>
/// Builds the exact per-generation route/reset graph for the canonical live
@ -100,7 +101,7 @@ internal sealed class LiveSessionRuntimeFactory
private readonly LiveSessionWorldRuntime _world;
private readonly LiveSessionCommandSurface _commands;
private readonly Action<string> _log;
private readonly StaminaExhaustionEdgeTracker _staminaExhaustion = new();
private readonly LiveMovementStatsApplier _movementStats;
public LiveSessionRuntimeFactory(
LiveSessionPlayerRuntime player,
@ -119,6 +120,12 @@ internal sealed class LiveSessionRuntimeFactory
_world = world ?? throw new ArgumentNullException(nameof(world));
_commands = commands ?? throw new ArgumentNullException(nameof(commands));
_log = log ?? throw new ArgumentNullException(nameof(log));
// C3c-F1: stat recomputes route through the Runtime movement owner's
// typed application seam; App keeps zero direct controller mutations.
_movementStats = new LiveMovementStatsApplier(
_player.Controller,
_domain.Character.MovementSkills,
_log);
}
public LiveSessionHost Create(
@ -192,7 +199,7 @@ internal sealed class LiveSessionRuntimeFactory
private void ResetPlayerPresentation()
{
_staminaExhaustion.Reset();
_movementStats.Reset();
_interaction.PlayerMode.ResetSession();
_world.SpawnClaims.Reset();
}
@ -254,7 +261,8 @@ internal sealed class LiveSessionRuntimeFactory
route,
_domain.Runtime,
_world.PlacementProjection,
_world.PlacementRetries);
_world.PlacementRetries,
_world.FirstEntryDrive);
}
private LiveInventorySessionBindings CreateInventoryBindings() => new(
@ -284,59 +292,19 @@ internal sealed class LiveSessionRuntimeFactory
_domain.Actions.Combat,
_domain.Character,
ResolveSkillFormulaBonus: skillCreditResolver.Resolve,
OnSkillsUpdated: (runSkill, jumpSkill) => ApplyMovementStats("skills"),
OnSkillsUpdated: (runSkill, jumpSkill) =>
_movementStats.Apply("skills"),
OnConfirmationRequest: request =>
_ui.RetailUi?.HandleConfirmationRequest(request),
OnConfirmationDone: done =>
_ui.RetailUi?.HandleConfirmationDone(done),
ClientTime: ClientTimerNow,
// Campaign P Slice P1 (2026-07-30): burden/stamina/vitae changes
// reactively re-apply to the live controller through the SAME
// seam skills already used, then wire the previously-dead
// ReportExhaustion() R3-W4 seam so movement re-evaluates
// immediately (pseudocode doc §8/§9).
OnMovementStatsUpdated: () => ApplyMovementStats("stats"));
}
/// <summary>
/// Re-applies the current <see cref="RuntimeMovementSkillState"/>
/// snapshot (skills/burden/stamina) to the live player controller.
/// </summary>
/// <remarks>
/// Stuck-cast fix (2026-07-30): retail fires
/// <c>CPhysicsObj::report_exhaustion</c> from exactly ONE site —
/// <c>CommandInterpreter::HandleExhaustion</c> (0x006b3c70), a
/// notification-handler vtable slot invoked on the stamina-exhaustion
/// EVENT — not on every vitals refresh. The P1 wiring called
/// <c>ReportExhaustion()</c> on EVERY movement-stats application
/// (every stamina regen/drain tick), and each call re-dispatches the
/// current movement state through the animation sink — truncating any
/// in-flight action animation (cast gestures wedged mid-play; the
/// diagnostic session showed 490 spurious stance re-queues). The
/// re-apply now fires only when the exhausted state (stamina == 0)
/// actually TRANSITIONS, matching retail's event semantics. Skill/
/// burden changes still reach <see cref="PlayerWeenie"/> immediately
/// via <see cref="RuntimeMovementSkillProjection.ApplyTo"/> — the next
/// natural dispatch picks up the new rates, exactly as retail.
/// </remarks>
private void ApplyMovementStats(string reason)
{
PlayerMovementController? controller = _player.Controller.Controller;
if (!RuntimeMovementSkillProjection.ApplyTo(
_domain.Character.MovementSkills,
controller))
{
return;
}
RuntimeMovementSkillSnapshot snapshot = _domain.Character.MovementSkills.Snapshot;
if (_staminaExhaustion.Observe(snapshot.CurrentStamina))
controller!.Motion.ReportExhaustion();
_log(
$"player: applied server movement {reason} "
+ $"run={snapshot.RunSkill} jump={snapshot.JumpSkill} "
+ $"burden={snapshot.Burden:F2} stamina={snapshot.CurrentStamina}");
// reactively re-apply through the SAME seam skills already used
// (pseudocode doc §8/§9). C3c-F1: that seam is now the Runtime
// movement owner's typed application entry — see
// LiveMovementStatsApplier.
OnMovementStatsUpdated: () => _movementStats.Apply("stats"));
}
private LiveSessionCommandBindings CreateCommandBindings(