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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@ -643,12 +643,17 @@ public sealed class ShadowObjectRegistry
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private static uint DeriveOutdoorSeed(
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Vector3 worldPos, float worldOffsetX, float worldOffsetY, uint landblockId)
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{
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// C3c-F3: only a genuinely-absent landblock id (0) has no seed —
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// prefix 0x00000000 is landblock (0,0), the map corner, whose
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// outdoor cells 0x00000001..0x40 are as real as any other block's.
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// The old prefix-0 sentinel silently dropped every landblock-baked
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// static in the corner block.
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if (landblockId == 0u) return 0u;
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float localX = worldPos.X - worldOffsetX;
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float localY = worldPos.Y - worldOffsetY;
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int cx = (int)System.Math.Clamp(localX / 24f, 0f, 7f);
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int cy = (int)System.Math.Clamp(localY / 24f, 0f, 7f);
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uint lbPrefix = landblockId & 0xFFFF0000u;
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if (lbPrefix == 0u) return 0u;
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// The clamp only anchors the SEED id; AddAllOutsideCells re-seats the
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// actual flood cells from the sphere centers via LandDefs.AdjustToOutside
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// (block-crossing), so an out-of-block position still floods correctly.
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@ -2120,7 +2125,16 @@ public sealed class ShadowObjectRegistry
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return false;
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}
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internal bool HasLogicalOwner(uint entityId) =>
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/// <summary>
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/// True while <paramref name="entityId"/> owns a logical shadow
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/// registration (suspended or live). Public since C3c: the graphical
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/// host reports the truthful
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/// local-player shadow disposition (authored payload vs proven
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/// shapeless) into the Runtime first-entry activation, which
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/// <see cref="TryPrepareSetPosition"/> validates against this exact
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/// registry state.
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/// </summary>
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public bool HasLogicalOwner(uint entityId) =>
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_entityReg.ContainsKey(entityId);
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/// <summary>
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74
src/AcDream.Core/Physics/SpawnPlacementSettler.cs
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74
src/AcDream.Core/Physics/SpawnPlacementSettler.cs
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@ -0,0 +1,74 @@
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using System.Numerics;
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namespace AcDream.Core.Physics;
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/// <summary>
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/// Performs the compressed first-gravity-frame settle used to establish
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/// retail Contact/OnWalkable state for a newly placed body.
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///
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/// Retail gains spawn contact from the FIRST GRAVITY FRAME, not the
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/// placement itself: <c>CPhysicsObj::enter_world</c> (0x00516170) runs
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/// <c>SetPosition</c> (find_placement validates the spot but records no
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/// touch) and every retail CPhysicsObj then simulates, falls the few
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/// centimetres onto the floor, and the transition's touch grants the
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/// contact plane + CONTACT/ON_WALKABLE. Bodies that do not run that first
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/// ordinary frame at placement (stationary remotes — #270 — and the local
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/// player's Runtime first-entry activation — C3c-F5) compress the settle
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/// here: a short downward sweep from the placed position whose touch
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/// handler produces exactly the state retail's first frame would. A sweep
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/// that finds no floor (true airborne spawn) leaves the body airborne,
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/// exactly like retail's fall.
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/// </summary>
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public static class SpawnPlacementSettler
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{
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public const float SettleDistance = 0.5f;
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public static bool TrySettle(
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PhysicsEngine physicsEngine,
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PhysicsBody body,
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Vector3 worldPosition,
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uint cellId,
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float sphereRadius,
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float sphereHeight,
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ObjectInfoState moverFlags,
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uint movingEntityId,
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Action hitGround,
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Action leaveGround)
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{
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ArgumentNullException.ThrowIfNull(physicsEngine);
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ArgumentNullException.ThrowIfNull(body);
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ArgumentNullException.ThrowIfNull(hitGround);
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ArgumentNullException.ThrowIfNull(leaveGround);
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if (cellId == 0)
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return false;
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ResolveResult settle = physicsEngine.ResolveWithTransition(
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worldPosition,
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worldPosition - new Vector3(0f, 0f, SettleDistance),
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cellId,
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sphereRadius,
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sphereHeight,
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stepUpHeight: 0.4f,
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stepDownHeight: 0.4f,
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isOnGround: false,
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body,
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moverFlags,
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movingEntityId);
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if (!settle.Ok || !settle.InContact)
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return false;
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body.Position = settle.Position;
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PhysicsObjUpdate.CommitSetPositionTransition(
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body,
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settle.InContact,
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settle.OnWalkable,
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settle.CollisionNormalValid,
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settle.CollisionNormal,
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previousContact: false,
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previousOnWalkable: false,
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hitGround,
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leaveGround);
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return true;
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}
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}
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