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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@ -34,23 +34,39 @@ internal sealed class HeadlessRuntimePlacementProjectionSink
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if (projection.Kind is RuntimePlacementProjectionKind.ExecutorCompleted)
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{
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// F1: acknowledge-and-ignore, same as Discard - ExecutorCompleted
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// is not a placement to project (no world/presentation mutation
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// by definition; the executor's own drain already committed
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// every Place/Withdraw this receipt follows). It must NOT fall
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// through to the record-lookup gate below: that gate can validly
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// reject an unrelated entity/session mismatch, and this sink's
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// caller (RuntimePlacementProjectionSubscription) treats a false
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// return as "leave at the FIFO head" - a rejected ExecutorCompleted
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// would permanently wedge the entire ordered placement stream
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// behind it. Currently provably inert: PublishExecutorCompletion
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// has zero production callers (Execute/RegisterEntityWithInitialResidence
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// are both unreached in production) - see
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// HeadlessSessionHostTests.ExecutorCompletedReceiptIsAcknowledgeOnlyRegardlessOfRecordValidity.
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// is not a placement to project (a headless host has no
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// presentation to bind off the completed initial drain; the
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// executor's own drain already committed every canonical fact).
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// It must NOT fall through to the record-lookup gate below: that
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// gate can validly reject an unrelated entity/session mismatch,
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// and this sink's caller (RuntimePlacementProjectionSubscription)
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// treats a false return as "leave at the FIFO head" - a rejected
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// ExecutorCompleted would permanently wedge the entire ordered
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// placement stream behind it.
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return true;
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}
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RuntimePlacementProjectionToken token = projection.Token;
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RuntimeEntityDirectory directory = _runtime.EntityObjects.Entities;
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if (projection.Kind is RuntimePlacementProjectionKind.Place
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or RuntimePlacementProjectionKind.Withdraw
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&& token.IsValid
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&& directory.TryGetByLocalId(
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token.Entity.LocalEntityId,
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out RuntimeEntityRecord residenceCandidate)
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&& directory.IsCurrent(residenceCandidate)
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&& residenceCandidate.Key == token.Entity
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&& _runtime.EntityObjects.TryGetInitialCreateResidence(
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residenceCandidate,
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out _))
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{
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// C3c: a Place/Withdraw for an entity still holding its
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// initial-create residence belongs to the first-entry conductor
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// machinery, which acknowledges its own receipts at the exact
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// FIFO head. Leave it there for the drive pump; validating or
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// acknowledging it here would starve the conductor forever.
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return false;
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}
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if (!token.IsValid
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|| token.SessionLifetimeVersion
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!= directory.SessionLifetimeVersion
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@ -15,6 +15,7 @@ internal sealed class HeadlessSessionEventRoute : ILiveSessionEventRouting
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private readonly ILiveSessionEventRouting _events;
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private readonly GameRuntime _runtime;
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private readonly IRuntimePlacementProjectionSink _placements;
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private readonly RuntimeFirstEntryDriveController? _firstEntry;
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private RuntimePlacementProjectionSubscription? _subscription;
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private bool _attachStarted;
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private bool _eventsDisposed;
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@ -23,12 +24,14 @@ internal sealed class HeadlessSessionEventRoute : ILiveSessionEventRouting
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internal HeadlessSessionEventRoute(
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ILiveSessionEventRouting events,
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GameRuntime runtime,
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IRuntimePlacementProjectionSink placements)
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IRuntimePlacementProjectionSink placements,
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RuntimeFirstEntryDriveController? firstEntry = null)
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{
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_events = events ?? throw new ArgumentNullException(nameof(events));
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_runtime = runtime ?? throw new ArgumentNullException(nameof(runtime));
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_placements = placements
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?? throw new ArgumentNullException(nameof(placements));
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_firstEntry = firstEntry;
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}
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public void Attach()
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@ -41,6 +44,10 @@ internal sealed class HeadlessSessionEventRoute : ILiveSessionEventRouting
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// succeeds and throws, LiveSessionHost's retryable rollback still
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// invokes Dispose on the underlying route.
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_attachStarted = true;
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// C3c-R1 review F6: assert (not assume) that the prior route
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// detached — session reset precedes a new route — before this route
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// takes ownership of the shared drive controller's tracked entries.
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_firstEntry?.AttachRoute(this);
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_events.Attach();
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_subscription = new RuntimePlacementProjectionSubscription(
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_runtime,
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@ -56,6 +63,12 @@ internal sealed class HeadlessSessionEventRoute : ILiveSessionEventRouting
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// network route. A still-pending FIFO head remains Runtime-owned for
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// the replacement route to drain.
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Interlocked.Exchange(ref _subscription, null)?.Dispose();
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// C3c: the drive controller's tracked entries die with this exact
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// route; Runtime's retirement/session-clear fan-out owns
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// conductor/residence convergence independently. C3c-R1 review F6:
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// route-scoped — a route that never attached cannot clear a live
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// route's entries.
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_firstEntry?.DetachRoute(this);
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if (!_eventsDisposed)
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{
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_events.Dispose();
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@ -120,6 +120,12 @@ internal sealed class HeadlessSessionHost : IDisposable
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private readonly RuntimeLocalPlayerFrameController _localPlayerFrame;
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private readonly HeadlessProcessContentOwner.HeadlessProcessContentLease?
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_contentLease;
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/// <summary>C3c: one per-host first-entry drive controller (lazy — its
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/// residence-begin subscription binds once against the persistent
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/// Runtime lifetime) plus the active world projection it pumps
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/// through.</summary>
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private RuntimeFirstEntryDriveController? _firstEntryDrive;
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private HeadlessSessionWorldProjection? _worldProjection;
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private int _disposeStage;
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private long _reconnectDeadline;
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private bool _reconnectPending;
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@ -295,6 +301,10 @@ internal sealed class HeadlessSessionHost : IDisposable
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_localPlayerFrame.AdvanceBeforeNetwork(
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checked((float)deltaSeconds));
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Runtime.Session.Tick();
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// C3c: pump pending first-entry sequences after the network drain —
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// collision-generation progress and freshly accepted Creates both
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// surface here, mirroring the graphical per-frame retry phase.
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_worldProjection?.PumpFirstEntry();
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_localPlayerFrame.RunPostNetworkCommandPhase();
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Runtime.ActionOwner.CombatAttack.Tick();
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_policy.Tick(Runtime, Commands);
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@ -525,10 +535,34 @@ internal sealed class HeadlessSessionHost : IDisposable
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private ILiveSessionEventRouting CreateEventRoute(
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AcDream.Core.Net.WorldSession session)
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{
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IRuntimeDirectWorldProjection? worldProjection =
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_contentLease is { } content
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? new HeadlessSessionWorldProjection(Runtime, content)
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: null;
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IRuntimeDirectWorldProjection? worldProjection = null;
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if (_contentLease is { } content)
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{
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// C3c: one drive controller per host — the residence-begin
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// notification binds once against the persistent Runtime
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// lifetime; reconnects reuse it (its tracked entries are cleared
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// with each retiring route).
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_firstEntryDrive ??= new RuntimeFirstEntryDriveController(
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Runtime.EntityObjects,
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Runtime.Clock,
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content.PreparedCollision,
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() => PlayerMovementConstructionOptions.From(
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Runtime.CharacterOwner.MovementSkills.Snapshot),
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// A headless host registers no shadow payloads — the local
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// player is provably shapeless in the shadow registry, with
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// the same default approach cylinder the deleted
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// hand-resolve used.
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static _ => new RuntimeLocalPlayerPhysicsActivationPreparation(
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Radius: 0.48f,
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Height: 1.835f,
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RuntimeLocalPlayerShadowDisposition.ProvenShapeless));
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var projection = new HeadlessSessionWorldProjection(
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Runtime,
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content,
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_firstEntryDrive);
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_worldProjection = projection;
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worldProjection = projection;
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}
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var entities = new RuntimeLiveEntitySessionController(
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Runtime,
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session,
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@ -583,7 +617,8 @@ internal sealed class HeadlessSessionHost : IDisposable
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return new HeadlessSessionEventRoute(
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route,
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Runtime,
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new HeadlessRuntimePlacementProjectionSink(Runtime));
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new HeadlessRuntimePlacementProjectionSink(Runtime),
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_firstEntryDrive);
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}
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private static LiveSessionCharacterSelector MapCharacterSelector(
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@ -16,6 +16,15 @@ internal interface IHeadlessCollisionNeighborhood
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void CenterOn(uint fullCellId);
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bool IsReady(uint fullCellId);
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/// <summary>
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/// C3c-R1 review F7: true when <paramref name="fullCellId"/>'s landblock
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/// is one this neighborhood can ever collision-publish — inside the 3x3
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/// window around the requested center (or no center has been requested
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/// yet). A remote Create outside the window must not open a deferred
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/// placement: its collision-generation wake could never fire.
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/// </summary>
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bool IsWithinServiceWindow(uint fullCellId);
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}
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internal readonly record struct HeadlessCollisionGenerationAdvance(
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@ -233,6 +242,20 @@ internal sealed class HeadlessCollisionNeighborhood
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AdvanceWork();
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}
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public bool IsWithinServiceWindow(uint fullCellId)
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{
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if (_requestedCenterLandblock == 0u)
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return true;
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uint target = CanonicalLandblock(fullCellId);
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int dx = Math.Abs(
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(int)((target >> 24) & 0xFFu)
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- (int)((_requestedCenterLandblock >> 24) & 0xFFu));
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int dy = Math.Abs(
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(int)((target >> 16) & 0xFFu)
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- (int)((_requestedCenterLandblock >> 16) & 0xFFu));
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return dx <= 1 && dy <= 1;
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}
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public bool IsReady(uint fullCellId)
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{
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uint center = CanonicalLandblock(fullCellId);
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@ -480,36 +503,72 @@ internal sealed class HeadlessSessionWorldProjection
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private readonly GameRuntime _runtime;
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private readonly IHeadlessCollisionNeighborhood _collision;
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private readonly IPreparedCollisionSource? _preparedCollision;
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private readonly RuntimeFirstEntryDriveController? _firstEntry;
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private uint _requestedLocalPlayerCell;
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internal HeadlessSessionWorldProjection(
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GameRuntime runtime,
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HeadlessProcessContentOwner.HeadlessProcessContentLease content)
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HeadlessProcessContentOwner.HeadlessProcessContentLease content,
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RuntimeFirstEntryDriveController? firstEntry = null)
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: this(
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runtime,
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new HeadlessCollisionNeighborhood(runtime, content),
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content.PreparedCollision)
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firstEntry)
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{
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}
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internal HeadlessSessionWorldProjection(
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GameRuntime runtime,
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IHeadlessCollisionNeighborhood collision,
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IPreparedCollisionSource? preparedCollision = null)
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RuntimeFirstEntryDriveController? firstEntry = null)
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{
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_runtime = runtime
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?? throw new ArgumentNullException(nameof(runtime));
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_collision = collision
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?? throw new ArgumentNullException(nameof(collision));
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_preparedCollision = preparedCollision;
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_firstEntry = firstEntry;
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}
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public void ProjectSpawn(
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RuntimeEntityRecord record,
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bool isLocalPlayer)
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{
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if (isLocalPlayer)
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SynchronizeLocalPlayer(record);
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// C3c route-8 flip: the first-entry conductors own mover
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// preparation, body/controller construction, and placement for every
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// Create. The host's spawn projection centers the collision
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// neighborhood on the local player's wire cell (the activation
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// defers until its collision generation commits) and pumps the
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// drive; remote leases ride the same pump.
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if (isLocalPlayer
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&& record.ServerGuid == _runtime.PlayerIdentity.ServerGuid
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// C3c-R1 review F4: LandblockId is the RAW wire value; 0 is the
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// absent-id sentinel and the F3 admission guards
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// (RuntimePhysicsState.BeginCollisionAdmission) now throw on it,
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// which would make one absent-position Create session-fatal.
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// Skip the centering; the conductor pumps regardless.
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&& record.Snapshot.Position is { LandblockId: not 0u } position)
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{
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_requestedLocalPlayerCell = position.LandblockId;
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_collision.CenterOn(position.LandblockId);
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}
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else if (!isLocalPlayer
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&& record.Snapshot.Position is
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{ LandblockId: not 0u } remotePosition
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&& !_collision.IsWithinServiceWindow(remotePosition.LandblockId))
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{
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// C3c-R1 review F7: a remote/projectile Create outside the
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// neighborhood's service window would submit a placement whose
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// DeferredCell park can never wake (the far landblock is never
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// collision-published here), pinning its residence and this
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// pump's entry forever. Convert to the celless completion route
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// BEFORE the pump: the conductor completes with FullCell 0 and
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// the accepted wire frame stays on the canonical snapshot — the
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// exact pre-flip accepted-frame behavior for far remotes. A
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// later fresh Position event owns any subsequent placement.
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_ = _runtime.EntityObjects
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.TryConvertInitialResidenceToCellessRoute(record);
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}
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_firstEntry?.DriveAll();
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}
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public void ProjectPosition(
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@ -522,7 +581,17 @@ internal sealed class HeadlessSessionWorldProjection
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if (_runtime.MovementOwner.Controller is null)
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{
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SynchronizeLocalPlayer(record);
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// C3c: the initial-resolve hand-copy is gone — a Position
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// arriving before the conductor's publication commit only pumps
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// the drive (the conductor re-reads the accepted snapshot
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// itself). C3c-R1 review F4: guard the raw wire LandblockId —
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// 0 is the absent-id sentinel the F3 admission guards throw on.
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if (record.Snapshot.Position is { LandblockId: not 0u } position)
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{
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_requestedLocalPlayerCell = position.LandblockId;
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_collision.CenterOn(position.LandblockId);
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}
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_firstEntry?.DriveAll();
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return;
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}
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@ -530,6 +599,19 @@ internal sealed class HeadlessSessionWorldProjection
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BlipLocalPlayer(record);
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}
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/// <summary>
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/// C3c: the host tick's first-entry pump — advances the collision
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/// neighborhood toward the requested local-player cell (its publication
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/// work progresses on <c>IsReady</c> polls) and drives every pending
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/// conductor sequence.
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/// </summary>
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internal void PumpFirstEntry()
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{
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if (_requestedLocalPlayerCell != 0u)
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_ = _collision.IsReady(_requestedLocalPlayerCell);
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_firstEntry?.DriveAll();
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}
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public void BeginTeleport()
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{
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if (_runtime.MovementOwner.Controller is { } controller)
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@ -545,7 +627,7 @@ internal sealed class HeadlessSessionWorldProjection
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destination.EntityGuid,
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out RuntimeEntityRecord record))
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{
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SynchronizeLocalPlayer(record);
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ResynchronizeLocalPlayerForPortalArrival(record);
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}
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if (_runtime.MovementOwner.Controller is { } controller)
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controller.State = PlayerState.InWorld;
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@ -563,19 +645,27 @@ internal sealed class HeadlessSessionWorldProjection
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IsCollisionReady: ready);
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}
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private void SynchronizeLocalPlayer(RuntimeEntityRecord record)
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/// <summary>
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/// TODO-C4 (route 3): portal-arrival re-synchronization only. The
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/// route-1/8 initial-entry hand-copy (controller construction + first
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/// resolve/placement) was deleted at C3c — the first-entry conductor's
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/// publication chain owns it — but the portal route is unflipped, so its
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/// arrival re-resolve keeps today's exact behavior against the
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/// already-published controller until C4 routes it through
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/// RuntimePortalPlacementAuthority.
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/// </summary>
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private void ResynchronizeLocalPlayerForPortalArrival(
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RuntimeEntityRecord record)
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{
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if (record.ServerGuid
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!= _runtime.PlayerIdentity.ServerGuid
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|| record.Snapshot.Position is not { } position)
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|| record.Snapshot.Position is not { } position
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|| _runtime.MovementOwner.Controller is not { } controller)
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{
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return;
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}
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_collision.CenterOn(position.LandblockId);
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PlayerMovementController controller =
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_runtime.MovementOwner.Controller
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?? CreateController(record);
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Vector3 wirePosition = new(
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position.PositionX,
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position.PositionY,
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|
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@ -636,57 +726,4 @@ internal sealed class HeadlessSessionWorldProjection
|
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wirePosition);
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}
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private PlayerMovementController CreateController(
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RuntimeEntityRecord record)
|
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{
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var controller = new PlayerMovementController(
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_runtime.EntityObjects.Physics.Engine,
|
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record.ObjectClock,
|
||||
PlayerMovementConstructionOptions.From(
|
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_runtime.CharacterOwner.MovementSkills.Snapshot));
|
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controller.ApplyPhysicsState(record.FinalPhysicsState);
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controller.LocalEntityId = record.LocalEntityId ?? 0u;
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ApplySetupStepHeights(record, controller);
|
||||
RuntimeMovementSkillProjection.ApplyTo(
|
||||
_runtime.CharacterOwner.MovementSkills,
|
||||
controller);
|
||||
_runtime.MovementOwner.Controller = controller;
|
||||
return controller;
|
||||
}
|
||||
|
||||
private void ApplySetupStepHeights(
|
||||
RuntimeEntityRecord record,
|
||||
PlayerMovementController controller)
|
||||
{
|
||||
if (record.Snapshot.SetupTableId is not { } setupId
|
||||
|| (setupId & 0xFF000000u) != 0x02000000u
|
||||
|| _preparedCollision is null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
PreparedCollisionReadResult<FlatSetupCollision> read =
|
||||
_preparedCollision.ReadSetupCollision(setupId);
|
||||
if (read.Status != PreparedAssetReadStatus.Loaded
|
||||
|| read.Data is not { } setup)
|
||||
{
|
||||
throw new InvalidDataException(
|
||||
$"Player Setup collision 0x{setupId:X8} is {read.Status}.");
|
||||
}
|
||||
_runtime.EntityObjects.Physics.DataCache.CacheSetup(
|
||||
setupId,
|
||||
setup);
|
||||
controller.StepUpHeight = setup.StepUpHeight > 0f
|
||||
? setup.StepUpHeight
|
||||
: 0.4f;
|
||||
controller.StepDownHeight = setup.StepDownHeight > 0f
|
||||
? setup.StepDownHeight
|
||||
: 0.4f;
|
||||
// TS-46 (2026-07-30): the prepared package already carries the
|
||||
// Setup's verbatim sphere list — no raw-DAT read needed here (unlike
|
||||
// the graphical PlayerModeController.ApplyStepHeights, which reads
|
||||
// DatReaderWriter.DBObjs.Setup directly). Empty falls back to
|
||||
// ResolveWithTransition's legacy scalar reconstruction.
|
||||
controller.SphereList = setup.Spheres;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue