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

@ -120,6 +120,12 @@ internal sealed class HeadlessSessionHost : IDisposable
private readonly RuntimeLocalPlayerFrameController _localPlayerFrame;
private readonly HeadlessProcessContentOwner.HeadlessProcessContentLease?
_contentLease;
/// <summary>C3c: one per-host first-entry drive controller (lazy — its
/// residence-begin subscription binds once against the persistent
/// Runtime lifetime) plus the active world projection it pumps
/// through.</summary>
private RuntimeFirstEntryDriveController? _firstEntryDrive;
private HeadlessSessionWorldProjection? _worldProjection;
private int _disposeStage;
private long _reconnectDeadline;
private bool _reconnectPending;
@ -295,6 +301,10 @@ internal sealed class HeadlessSessionHost : IDisposable
_localPlayerFrame.AdvanceBeforeNetwork(
checked((float)deltaSeconds));
Runtime.Session.Tick();
// C3c: pump pending first-entry sequences after the network drain —
// collision-generation progress and freshly accepted Creates both
// surface here, mirroring the graphical per-frame retry phase.
_worldProjection?.PumpFirstEntry();
_localPlayerFrame.RunPostNetworkCommandPhase();
Runtime.ActionOwner.CombatAttack.Tick();
_policy.Tick(Runtime, Commands);
@ -525,10 +535,34 @@ internal sealed class HeadlessSessionHost : IDisposable
private ILiveSessionEventRouting CreateEventRoute(
AcDream.Core.Net.WorldSession session)
{
IRuntimeDirectWorldProjection? worldProjection =
_contentLease is { } content
? new HeadlessSessionWorldProjection(Runtime, content)
: null;
IRuntimeDirectWorldProjection? worldProjection = null;
if (_contentLease is { } content)
{
// C3c: one drive controller per host — the residence-begin
// notification binds once against the persistent Runtime
// lifetime; reconnects reuse it (its tracked entries are cleared
// with each retiring route).
_firstEntryDrive ??= new RuntimeFirstEntryDriveController(
Runtime.EntityObjects,
Runtime.Clock,
content.PreparedCollision,
() => PlayerMovementConstructionOptions.From(
Runtime.CharacterOwner.MovementSkills.Snapshot),
// A headless host registers no shadow payloads — the local
// player is provably shapeless in the shadow registry, with
// the same default approach cylinder the deleted
// hand-resolve used.
static _ => new RuntimeLocalPlayerPhysicsActivationPreparation(
Radius: 0.48f,
Height: 1.835f,
RuntimeLocalPlayerShadowDisposition.ProvenShapeless));
var projection = new HeadlessSessionWorldProjection(
Runtime,
content,
_firstEntryDrive);
_worldProjection = projection;
worldProjection = projection;
}
var entities = new RuntimeLiveEntitySessionController(
Runtime,
session,
@ -583,7 +617,8 @@ internal sealed class HeadlessSessionHost : IDisposable
return new HeadlessSessionEventRoute(
route,
Runtime,
new HeadlessRuntimePlacementProjectionSink(Runtime));
new HeadlessRuntimePlacementProjectionSink(Runtime),
_firstEntryDrive);
}
private static LiveSessionCharacterSelector MapCharacterSelector(