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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@ -85,7 +85,8 @@ internal sealed record LiveSessionWorldRuntime(
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RemoteMovementObservationTracker RemoteMovementObservations,
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RenderSceneShadowRuntime? RenderSceneShadow,
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RuntimePlacementPresentationSink PlacementProjection,
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RuntimePlacementProjectionRetrySlot PlacementRetries);
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RuntimePlacementProjectionRetrySlot PlacementRetries,
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RuntimeFirstEntryDriveController FirstEntryDrive);
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/// <summary>
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/// Builds the exact per-generation route/reset graph for the canonical live
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@ -100,7 +101,7 @@ internal sealed class LiveSessionRuntimeFactory
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private readonly LiveSessionWorldRuntime _world;
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private readonly LiveSessionCommandSurface _commands;
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private readonly Action<string> _log;
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private readonly StaminaExhaustionEdgeTracker _staminaExhaustion = new();
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private readonly LiveMovementStatsApplier _movementStats;
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public LiveSessionRuntimeFactory(
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LiveSessionPlayerRuntime player,
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@ -119,6 +120,12 @@ internal sealed class LiveSessionRuntimeFactory
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_world = world ?? throw new ArgumentNullException(nameof(world));
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_commands = commands ?? throw new ArgumentNullException(nameof(commands));
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_log = log ?? throw new ArgumentNullException(nameof(log));
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// C3c-F1: stat recomputes route through the Runtime movement owner's
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// typed application seam; App keeps zero direct controller mutations.
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_movementStats = new LiveMovementStatsApplier(
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_player.Controller,
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_domain.Character.MovementSkills,
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_log);
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}
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public LiveSessionHost Create(
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@ -192,7 +199,7 @@ internal sealed class LiveSessionRuntimeFactory
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private void ResetPlayerPresentation()
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{
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_staminaExhaustion.Reset();
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_movementStats.Reset();
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_interaction.PlayerMode.ResetSession();
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_world.SpawnClaims.Reset();
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}
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@ -254,7 +261,8 @@ internal sealed class LiveSessionRuntimeFactory
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route,
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_domain.Runtime,
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_world.PlacementProjection,
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_world.PlacementRetries);
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_world.PlacementRetries,
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_world.FirstEntryDrive);
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}
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private LiveInventorySessionBindings CreateInventoryBindings() => new(
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@ -284,59 +292,19 @@ internal sealed class LiveSessionRuntimeFactory
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_domain.Actions.Combat,
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_domain.Character,
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ResolveSkillFormulaBonus: skillCreditResolver.Resolve,
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OnSkillsUpdated: (runSkill, jumpSkill) => ApplyMovementStats("skills"),
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OnSkillsUpdated: (runSkill, jumpSkill) =>
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_movementStats.Apply("skills"),
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OnConfirmationRequest: request =>
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_ui.RetailUi?.HandleConfirmationRequest(request),
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OnConfirmationDone: done =>
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_ui.RetailUi?.HandleConfirmationDone(done),
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ClientTime: ClientTimerNow,
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// Campaign P Slice P1 (2026-07-30): burden/stamina/vitae changes
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// reactively re-apply to the live controller through the SAME
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// seam skills already used, then wire the previously-dead
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// ReportExhaustion() R3-W4 seam so movement re-evaluates
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// immediately (pseudocode doc §8/§9).
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OnMovementStatsUpdated: () => ApplyMovementStats("stats"));
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}
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/// <summary>
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/// Re-applies the current <see cref="RuntimeMovementSkillState"/>
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/// snapshot (skills/burden/stamina) to the live player controller.
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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 now 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 <see cref="PlayerWeenie"/> immediately
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/// via <see cref="RuntimeMovementSkillProjection.ApplyTo"/> — the next
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/// natural dispatch picks up the new rates, exactly as retail.
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/// </remarks>
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private void ApplyMovementStats(string reason)
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{
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PlayerMovementController? controller = _player.Controller.Controller;
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if (!RuntimeMovementSkillProjection.ApplyTo(
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_domain.Character.MovementSkills,
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controller))
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{
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return;
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}
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RuntimeMovementSkillSnapshot snapshot = _domain.Character.MovementSkills.Snapshot;
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if (_staminaExhaustion.Observe(snapshot.CurrentStamina))
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controller!.Motion.ReportExhaustion();
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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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// reactively re-apply through the SAME seam skills already used
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// (pseudocode doc §8/§9). C3c-F1: that seam is now the Runtime
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// movement owner's typed application entry — see
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// LiveMovementStatsApplier.
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OnMovementStatsUpdated: () => _movementStats.Apply("stats"));
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}
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private LiveSessionCommandBindings CreateCommandBindings(
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