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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@ -70,7 +70,16 @@ public readonly record struct RuntimeEntityObjectOwnershipSnapshot(
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/// keys - the remote/projectile Create-time body-construction conductor.
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/// Dormant like its C3a sibling; converges to zero the same way.
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/// </summary>
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int RemoteFirstEntryActiveCount = 0)
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int RemoteFirstEntryActiveCount = 0,
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/// <summary>
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/// C3c-R1 review F5: outstanding host first-entry drive entries
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/// (<c>RuntimeFirstEntryDriveController</c> pending keys, summed over
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/// every drive registered against this lifetime via
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/// <see cref="RuntimeEntityObjectLifetime.RegisterFirstEntryDriveOwnership"/>).
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/// Previously outside every ledger; gated by <see cref="IsConverged"/>
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/// like the conductor counts it pumps.
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/// </summary>
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int FirstEntryDrivePendingCount = 0)
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{
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public bool IsConverged =>
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IsDisposed
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@ -94,6 +103,7 @@ public readonly record struct RuntimeEntityObjectOwnershipSnapshot(
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&& PendingCompletionReceiptCount == 0
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&& LocalPlayerFirstEntryActiveCount == 0
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&& RemoteFirstEntryActiveCount == 0
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&& FirstEntryDrivePendingCount == 0
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&& StreamSubscriberCount == 0
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&& PlacementStreamSubscriberCount == 0
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&& PendingDispatchCount == 0
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@ -137,6 +147,10 @@ public sealed class RuntimeEntityObjectLifetime : IDisposable
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{
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private bool _sessionClearInProgress;
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private bool _disposed;
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/// <summary>C3c: see <see cref="BindInitialResidenceBeginNotification"/>.</summary>
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private Action<RuntimeEntityRecord>? _initialResidenceBegan;
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/// <summary>C3c-R1 review F5: see <see cref="RegisterFirstEntryDriveOwnership"/>.</summary>
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private readonly List<Func<int>> _firstEntryDriveOwnership = [];
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public RuntimeEntityObjectLifetime(
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uint firstLocalEntityId = RuntimeEntityDirectory.FirstLocalEntityId,
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@ -437,7 +451,31 @@ public sealed class RuntimeEntityObjectLifetime : IDisposable
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InitialCreateExecution.LastReplayFailure is not null,
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InitialCreateExecution.PendingCompletionReceiptCount,
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LocalPlayerFirstEntry.CaptureOwnership().ActiveCount,
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RemoteFirstEntry.CaptureOwnership().ActiveCount);
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RemoteFirstEntry.CaptureOwnership().ActiveCount,
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CaptureFirstEntryDrivePendingCount());
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}
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private int CaptureFirstEntryDrivePendingCount()
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{
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int total = 0;
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for (int i = 0; i < _firstEntryDriveOwnership.Count; i++)
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total = checked(total + _firstEntryDriveOwnership[i]());
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return total;
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}
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/// <summary>
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/// C3c-R1 review F5: registers one host first-entry drive controller's
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/// pending-count provider into this lifetime's ownership snapshot, so
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/// tracked-but-undriven entries can never sit outside every ledger. The
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/// drive controller registers itself at construction (it already binds
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/// <see cref="BindInitialResidenceBeginNotification"/> there); multiple
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/// registrations sum, mirroring the multicast notification shape.
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/// </summary>
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public void RegisterFirstEntryDriveOwnership(Func<int> pendingCount)
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{
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ArgumentNullException.ThrowIfNull(pendingCount);
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EnsureNotDisposed();
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_firstEntryDriveOwnership.Add(pendingCount);
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}
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public void BindEventContext(
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@ -451,6 +489,22 @@ public sealed class RuntimeEntityObjectLifetime : IDisposable
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InitialCreateExecution.BindGeneration(generation);
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}
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/// <summary>
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/// C3c: registers one host callback fired for every FRESH initial-create
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/// residence begin (never for a same-generation FIFO append). Multicast,
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/// mirroring <see cref="RuntimeInitialCreateResidenceState.BindRetirementNotification"/>.
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/// The callback runs synchronously inside the registration transaction —
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/// subscribers must only record the entity for a later drive pump, never
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/// call a conductor's Advance re-entrantly from it.
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/// </summary>
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public void BindInitialResidenceBeginNotification(
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Action<RuntimeEntityRecord> began)
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{
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ArgumentNullException.ThrowIfNull(began);
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EnsureNotDisposed();
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_initialResidenceBegan += began;
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}
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/// <summary>
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/// C0-2: forwards to <see cref="RuntimeInitialCreateContinuationExecutor.BindLiveInputs"/>,
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/// the same fan-out shape <see cref="BindEventContext"/> already uses for
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@ -2270,6 +2324,20 @@ public sealed class RuntimeEntityObjectLifetime : IDisposable
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return InitialCreateResidences.TryGetCurrent(canonical, out lease);
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}
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/// <summary>
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/// C3c-R1 review F7: host seam for a bounded-collision-neighborhood
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/// host to convert a remote/projectile Create's active residence to the
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/// celless completion route when its destination landblock will never
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/// be collision-published (a headless far remote). See
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/// <see cref="RuntimeInitialCreateResidenceState.TryConvertToCellessRoute"/>.
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/// </summary>
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public bool TryConvertInitialResidenceToCellessRoute(
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RuntimeEntityRecord canonical)
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{
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EnsureNotDisposed();
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return InitialCreateResidences.TryConvertToCellessRoute(canonical);
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}
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internal RuntimeInitialCreateResidenceCompletionStatus
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CompleteInitialCreateResidence(
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RuntimeEntityRecord canonical,
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@ -2339,7 +2407,19 @@ public sealed class RuntimeEntityObjectLifetime : IDisposable
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canonical,
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accepted,
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isLocalPlayer);
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return lease.IsValid;
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if (!lease.IsValid)
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return false;
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// C3c: host drive notification. Fires for EVERY fresh residence
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// begin through this single choke point — wire-dispatch Creates AND
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// the executor's deferred-child replays (which register through this
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// class's own bound delegate, never through a host runtime). The
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// subscriber must only RECORD the key for a later drive pump — this
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// fires mid-registration, before Registered publishes, and a
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// synchronous Advance here would interleave with the enclosing
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// transaction (and, for a replayed child, with the parent's own
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// in-flight Execute).
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_initialResidenceBegan?.Invoke(canonical);
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return true;
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}
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private Exception FailInitialResidenceRegistration(
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@ -1007,6 +1007,52 @@ internal sealed class RuntimeInitialCreateResidenceState
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return _completed.Remove(token.Entity);
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}
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/// <summary>
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/// C3c-R1 review F7: converts an ACTIVE, not-yet-placed
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/// SetPosition-performing residence to the celless
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/// (AwaitFreshPosition) route shape, forgetting its authored placement
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/// operation. The residence entry itself stays active — the conductor's
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/// next pump takes the existing celless skip-to-Execute path and
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/// completes with FullCell 0, exactly like a Parented/PickedUp lease.
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/// The retirement fan-out is fired to reset conductor/executor progress
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/// for the key (its subscribers are pure progress reapers:
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/// executor <c>DiscardProgress</c> + both conductors' <c>Forget</c>);
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/// the entry itself is deliberately NOT retired. Refused once any
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/// placement has committed (<c>FullCellId != 0</c>) — the entity is not
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/// a far remote then.
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/// </summary>
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internal bool TryConvertToCellessRoute(RuntimeEntityRecord record)
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{
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ArgumentNullException.ThrowIfNull(record);
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if (record.Key is not { } key
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|| !_entries.TryGetValue(key, out Entry? entry)
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|| !ReferenceEquals(entry.Record, record))
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{
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return false;
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}
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if (!IsCurrent(entry))
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{
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Retire(entry);
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return false;
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}
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RuntimeInitialCreateResidenceLease lease = entry.Lease;
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if (!lease.Route.PerformsSetPosition)
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return true;
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if (record.FullCellId != 0u)
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return false;
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RuntimePlacementCancellationReceipt cancellation =
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_setPosition.ForgetExactPlacement(lease.Placement);
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entry.Lease = lease with
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{
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Route = RuntimeAuthoritativePositionRouteClassifier
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.ToCellessCreateRoute(lease.Route),
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Placement = default,
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};
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_setPosition.PublishCancellation(cancellation);
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NotifyRetirement(key);
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return true;
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}
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internal bool Forget(
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RuntimeEntityRecord record,
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out RuntimeInitialCreateResidenceLease lease,
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@ -113,11 +113,13 @@ internal readonly record struct RuntimeRemoteFirstEntryOwnershipSnapshot(
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/// <c>DormantLocalActivation</c> set, so the ordinary submission tail is the
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/// correct — and only — commit route.
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///
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/// Dormant by design: <see cref="RuntimeEntityObjectLifetime"/> fully
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/// constructs and wires this class (construction, retirement fan-out, bulk
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/// session-clear cleanup, ownership fold) exactly like the C3a conductor,
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/// but nothing calls <see cref="Advance"/> in production — C3c wires the
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/// hosts.
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/// PRODUCTION-DRIVEN since the C3c flip: <see cref="RuntimeEntityObjectLifetime"/>
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/// fully constructs and wires this class (construction, retirement fan-out,
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/// bulk session-clear cleanup, ownership fold) exactly like the C3a
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/// conductor, and the host first-entry drive
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/// (<c>RuntimeFirstEntryDriveController</c>) calls <see cref="Advance"/>
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/// for every remote/projectile initial-create residence on both the
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/// graphical and headless hosts.
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/// </summary>
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internal sealed class RuntimeRemoteFirstEntryState
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{
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@ -263,6 +263,13 @@ public sealed class GameRuntime
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context.EntityObjects.Physics,
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context.Movement,
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context.PlayerIdentity));
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// C3c: the C3a conductor's "first act" — bind the publication
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// owner the conductor was constructed without (it is built by
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// RuntimeEntityObjectLifetime BEFORE
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// RuntimeLocalPlayerPhysicsPublicationState exists; see the F2
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// late-bind note on RuntimeLocalPlayerFirstEntryState's ctor).
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context.EntityObjects.LocalPlayerFirstEntry.BindPublication(
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context.Movement.PhysicsPublication);
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context.EntityObjects.BindEventContext(
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() => generationReset.ActiveRetiringGeneration
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@ -368,6 +368,38 @@ public sealed class PlayerMovementController
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_body.calc_acceleration();
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}
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/// <summary>
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/// C3c-F1 (2026-08-02): the lifecycle-deciding inbound-SetState entry
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/// for the local player. Live states apply the exact
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/// <see cref="ApplyPhysicsState"/> body; the dormant window drops the
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/// push because the activation transaction owns the dormant body's
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/// physics state exclusively (<see cref="RefreshDormantRuntimePhysicsState"/>
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/// re-reads the canonical record's FinalPhysicsState at both activation
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/// phases, and while the accepted SetState is queued behind the initial
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/// residence the App-side push carries that same unchanged record value
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/// — the drop is value-preserving by construction); terminal states are
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/// displaced pushes (J3.6 displaced-callback-rejection), never a fault.
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/// </summary>
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internal RuntimeServerPhysicsStateApplication ApplyServerPhysicsState(
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PhysicsStateFlags state)
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{
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switch (_publicationLifecycle)
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{
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case PlayerMovementControllerPublicationLifecycle.StandalonePublished:
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case PlayerMovementControllerPublicationLifecycle.CandidatePreparing:
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case PlayerMovementControllerPublicationLifecycle.RuntimePublished:
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_body.State = state;
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_body.calc_acceleration();
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return RuntimeServerPhysicsStateApplication.AppliedLive;
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case PlayerMovementControllerPublicationLifecycle.RuntimeOwnedDormant:
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return RuntimeServerPhysicsStateApplication
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.DroppedDormantActivationOwned;
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default:
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return RuntimeServerPhysicsStateApplication
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.DroppedDisplacedController;
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}
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}
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public bool IsAirborne => !_body.OnWalkable;
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/// <summary>
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lastPkAttackTimestamp);
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}
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/// <summary>
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/// C3c-F1 (2026-08-02): the lifecycle-deciding half of the Runtime
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/// movement-stats application seam
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/// (<see cref="RuntimeLocalPlayerMovementState.ApplyCharacterMovementStats"/>).
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/// The publication owner — not any App caller — decides whether a
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/// server stat recompute may land:
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/// <list type="bullet">
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/// <item><see cref="PlayerMovementControllerPublicationLifecycle.StandalonePublished"/>,
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/// <see cref="PlayerMovementControllerPublicationLifecycle.CandidatePreparing"/>, and
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/// <see cref="PlayerMovementControllerPublicationLifecycle.RuntimePublished"/>
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/// apply immediately — byte-identical to the deleted
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/// <c>RuntimeMovementSkillProjection.ApplyTo</c> direct path.</item>
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/// <item><see cref="PlayerMovementControllerPublicationLifecycle.RuntimeOwnedDormant"/>
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/// ALSO applies immediately: the dormant window (publication committed,
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/// activation deferred on cell streaming —
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/// <c>RuntimeLocalPlayerFirstEntryState.AdvanceCore</c>'s
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/// AwaitingActivation loop) spans inbound pumps, and this exact instance
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/// is the controller that <c>ActivateRuntimePublication</c> later makes
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/// live, so the write must land here (same discipline as
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/// <see cref="RefreshDormantRuntimePhysicsState"/> /
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/// <see cref="RefreshDormantRuntimeVector"/>: accepted server facts
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/// arriving mid-dormancy land on the dormant owner). These writes touch
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/// only <see cref="PlayerWeenie"/> fields and the mover-flag latch —
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/// no body/world/currency state the activation envelope validates.</item>
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/// <item><see cref="PlayerMovementControllerPublicationLifecycle.CandidateSealed"/>,
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/// <see cref="PlayerMovementControllerPublicationLifecycle.RuntimeRetired"/>, and
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/// <see cref="PlayerMovementControllerPublicationLifecycle.Discarded"/>
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/// report the typed displaced-write outcome (J3.6
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/// displaced-callback-rejection): a stat write against a terminal
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/// controller is meaningless by design — the next login re-derives from
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/// PlayerDescription. A sealed candidate is additionally unreachable
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/// through the seam in production: it is never installed into
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/// <see cref="RuntimeLocalPlayerMovementState"/> (Prepare requires the
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/// movement owner empty and Commit installs it already-dormant in the
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/// same synchronous Advance step).</item>
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/// </list>
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/// </summary>
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internal RuntimeMovementStatsApplication ApplyCharacterMovementStats(
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in RuntimeMovementSkillSnapshot snapshot)
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{
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switch (_publicationLifecycle)
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{
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case PlayerMovementControllerPublicationLifecycle.StandalonePublished:
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case PlayerMovementControllerPublicationLifecycle.CandidatePreparing:
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case PlayerMovementControllerPublicationLifecycle.RuntimePublished:
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ApplyCharacterMovementStatsCore(snapshot);
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return RuntimeMovementStatsApplication.AppliedLive;
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case PlayerMovementControllerPublicationLifecycle.RuntimeOwnedDormant:
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ApplyCharacterMovementStatsCore(snapshot);
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return RuntimeMovementStatsApplication.AppliedDormant;
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default:
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return RuntimeMovementStatsApplication.DroppedDisplacedController;
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}
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}
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/// <summary>
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/// The exact application body of the deleted
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/// <c>RuntimeMovementSkillProjection.ApplyTo</c> (same fields, same
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/// order, same conversions) — moved behind the lifecycle switch so the
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/// dormant window can share it without routing through the
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/// <see cref="EnsureConfigurationMutable"/>-gated public setters.
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/// Campaign P Slice P1 (2026-07-30): burden/stamina ride the SAME seam
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/// run/jump skill already used — see the pseudocode doc §9. TS-23
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/// (Campaign P Slice P3, 2026-07-30): the player's own
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/// PK/PKLite/Impenetrable collision-exemption bits and the
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/// PlayerKillerStatus/LastPkAttackTimestamp pair the jump-cost PK-timer
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/// bump reads — see <c>EntityCollisionFlagsExt.ToMoverState</c> and
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/// <c>PlayerWeenie.JumpStaminaCost</c>.
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/// </summary>
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private void ApplyCharacterMovementStatsCore(
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in RuntimeMovementSkillSnapshot snapshot)
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{
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_weenie.SetSkills(snapshot.RunSkill, snapshot.JumpSkill);
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_weenie.SetBurden(snapshot.Burden);
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_weenie.SetStamina(
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snapshot.CurrentStamina < 0 ? null : (uint)snapshot.CurrentStamina);
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_ownPvpFlags = EntityCollisionFlagsExt
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.FromPwdBitfield(snapshot.OwnPwdBitfield)
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.ToMoverState();
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_weenie.SetPlayerKillerStatus(
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snapshot.PlayerKillerStatus < 0 ? null : snapshot.PlayerKillerStatus,
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snapshot.LastPkAttackTimestamp);
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}
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/// <summary>
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/// C3c-F1: the stamina-exhaustion EVENT dispatch
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/// (retail <c>CommandInterpreter::HandleExhaustion</c> @ 0x006b3c70 →
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/// <c>CPhysicsObj::report_exhaustion</c>), routed through the owner so
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/// App never touches the gated <see cref="Motion"/> surface. Fires only
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/// on a live controller: a dormant owner has no in-flight movement to
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/// re-dispatch (retail's handler is a no-op for a player not in world;
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/// activation dispatches movement fresh from the already-current
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/// <see cref="PlayerWeenie"/> stamina gate), and a terminal owner is a
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/// displaced callback.
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/// </summary>
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internal bool ReportExhaustionAtMovementBoundary()
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{
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if (_publicationLifecycle
|
||||
is PlayerMovementControllerPublicationLifecycle.StandalonePublished
|
||||
or PlayerMovementControllerPublicationLifecycle.CandidatePreparing
|
||||
or PlayerMovementControllerPublicationLifecycle.RuntimePublished)
|
||||
{
|
||||
_motion.ReportExhaustion();
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// R3-W2 (r3-port-plan.md §4): the player's <see cref="MotionInterpreter"/>
|
||||
/// — GameWindow binds the player sequencer's MotionDone seam to it so the
|
||||
|
|
@ -1651,15 +1791,39 @@ public sealed class PlayerMovementController
|
|||
RearmConstraintLeashAtCurrentPosition();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// C3c-R1: arms the login-entry constraint leash from the Runtime
|
||||
/// publication chain. The flip deleted the only login-path caller of
|
||||
/// <see cref="RearmConstraintLeashAtCurrentPosition"/> (the App-side
|
||||
/// <see cref="CommitPreparedPosition"/> call in the old
|
||||
/// player-mode-entry commit); the dormant activation's final commit
|
||||
/// (<c>RuntimeSetPositionState.TryApplyDormantLocalActivationFinalCommit</c>)
|
||||
/// is the accepted-position event that replaces it — retail arms at
|
||||
/// every accepted-position event (<c>SmartBox::HandleReceivedPosition</c>
|
||||
/// 0x00453FD0). The final commit has already activated this controller
|
||||
/// (<c>ActivateRuntimePublication</c>), so the published guard doubles
|
||||
/// as a stale-caller check. Like the pre-flip commit path, no
|
||||
/// UnConstrain teardown is needed: nothing can have armed the leash on
|
||||
/// a controller whose <see cref="PositionManager"/> was created by its
|
||||
/// own publication candidate.
|
||||
/// </summary>
|
||||
internal void ArmConstraintLeashAtCommittedPlacement()
|
||||
{
|
||||
EnsurePublishedForRuntimeOperation();
|
||||
RearmConstraintLeashAtCurrentPosition();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// #167 (Campaign P P5): retail <c>SmartBox::HandleReceivedPosition</c>
|
||||
/// (0x00453fd0) "Player, teleport-newer" branch re-arms the leash
|
||||
/// immediately after <c>TeleportPlayer</c>'s teardown, anchored to the
|
||||
/// RECEIVED position (here, the body's just-snapped current position).
|
||||
/// Shared by the teleport path (after UnConstrain) and the deferred
|
||||
/// Shared by the teleport path (after UnConstrain), the deferred
|
||||
/// player-mode-entry commit path (<see cref="CommitPreparedPosition"/>),
|
||||
/// which never ran UnConstrain because nothing could have armed the
|
||||
/// leash before the controller had a <see cref="PositionManager"/>.
|
||||
/// leash before the controller had a <see cref="PositionManager"/>,
|
||||
/// and the C3c first-entry placement commit
|
||||
/// (<see cref="ArmConstraintLeashAtCommittedPlacement"/>).
|
||||
/// docs/research/2026-07-30-constraint-leash-constants.md §2/§3.2.
|
||||
/// </summary>
|
||||
private void RearmConstraintLeashAtCurrentPosition()
|
||||
|
|
|
|||
|
|
@ -131,12 +131,14 @@ internal readonly record struct RuntimeLocalPlayerFirstEntryOwnershipSnapshot(
|
|||
/// <see cref="RuntimeSetPositionState.TryPrepareAuthoredMover"/> half instead
|
||||
/// and never the fused method.
|
||||
///
|
||||
/// Dormant by design: <see cref="RuntimeEntityObjectLifetime"/> fully
|
||||
/// constructs and wires this class (construction, publication binding,
|
||||
/// PRODUCTION-DRIVEN since the C3c flip: <see cref="RuntimeEntityObjectLifetime"/>
|
||||
/// fully constructs and wires this class (construction, publication binding,
|
||||
/// retirement fan-out, bulk session-clear cleanup, ownership fold) exactly
|
||||
/// like every other owner it builds, but nothing calls
|
||||
/// <see cref="Advance"/> in production — a later slice wires a host to drive
|
||||
/// it.
|
||||
/// like every other owner it builds, and the host first-entry drive
|
||||
/// (<c>RuntimeFirstEntryDriveController</c>, pumped by the graphical
|
||||
/// hydration/frame-retry cadence and the headless spawn/position/tick
|
||||
/// cadence) calls <see cref="Advance"/> for every local-player
|
||||
/// initial-create residence.
|
||||
/// </summary>
|
||||
internal sealed class RuntimeLocalPlayerFirstEntryState
|
||||
{
|
||||
|
|
|
|||
|
|
@ -14,6 +14,70 @@ public interface IRuntimeLocalPlayerMotionSource
|
|||
MotionInterpreter? Motion { get; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// C3c-F1 (2026-08-02): typed outcome of routing a server movement-stat
|
||||
/// recompute through the Runtime movement owner. The dropped outcomes are
|
||||
/// the J3.6 displaced-callback-rejection pattern — never an exception and
|
||||
/// never a silent void: the caller logs them under its existing
|
||||
/// diagnostics. A skill write against a dead session is meaningless by
|
||||
/// design; the next login re-derives everything from PlayerDescription.
|
||||
/// </summary>
|
||||
public enum RuntimeMovementStatsApplication
|
||||
{
|
||||
/// <summary>Applied to the live (published/standalone) controller —
|
||||
/// byte-identical to the pre-F1 direct application path.</summary>
|
||||
AppliedLive,
|
||||
|
||||
/// <summary>Applied to the Runtime-owned dormant controller during the
|
||||
/// committed-but-not-yet-activated first-entry window. The same
|
||||
/// instance goes live at activation, so the values are already current
|
||||
/// when movement starts.</summary>
|
||||
AppliedDormant,
|
||||
|
||||
/// <summary>No controller is installed (pre-first-entry, mid-candidate
|
||||
/// construction, or after session teardown cleared the owner).</summary>
|
||||
DroppedNoController,
|
||||
|
||||
/// <summary>The skill snapshot has no authoritative run/jump values yet
|
||||
/// (PlayerDescription not processed) — same silent skip as the pre-F1
|
||||
/// path.</summary>
|
||||
DroppedIncompleteSnapshot,
|
||||
|
||||
/// <summary>The installed controller is terminal (sealed, retired, or
|
||||
/// discarded): a displaced post-teardown write, reported instead of
|
||||
/// faulting the session.</summary>
|
||||
DroppedDisplacedController,
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// C3c-F1 (2026-08-02): typed outcome of routing an inbound server
|
||||
/// PhysicsState push through the local movement controller's publication
|
||||
/// lifecycle. Same displaced-callback-rejection family as
|
||||
/// <see cref="RuntimeMovementStatsApplication"/>, with one deliberate
|
||||
/// difference: the dormant window DROPS the push rather than applying it,
|
||||
/// because the activation transaction owns the dormant body's physics
|
||||
/// state exclusively (it re-reads the canonical record's FinalPhysicsState
|
||||
/// through <c>RefreshDormantRuntimePhysicsState</c> at both activation
|
||||
/// phases), and the App-side push carries that exact same unchanged record
|
||||
/// value while the accepted SetState itself is queued behind the initial
|
||||
/// residence — dropping it is value-preserving by construction.
|
||||
/// </summary>
|
||||
public enum RuntimeServerPhysicsStateApplication
|
||||
{
|
||||
/// <summary>Applied to the live (published/standalone) controller —
|
||||
/// byte-identical to the direct <c>ApplyPhysicsState</c> path.</summary>
|
||||
AppliedLive,
|
||||
|
||||
/// <summary>The controller is Runtime-owned dormant: the activation
|
||||
/// pipeline is the sole authority for the dormant body's physics state
|
||||
/// and re-reads the canonical value itself.</summary>
|
||||
DroppedDormantActivationOwned,
|
||||
|
||||
/// <summary>The installed controller is terminal — a displaced
|
||||
/// post-teardown push.</summary>
|
||||
DroppedDisplacedController,
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Canonical local movement lifetime and intent owner. Graphical input,
|
||||
/// presentation, diagnostics, and future no-window hosts borrow this exact
|
||||
|
|
@ -37,7 +101,13 @@ public sealed class RuntimeLocalPlayerMovementState
|
|||
public PlayerMovementController? Controller
|
||||
{
|
||||
get => _controller;
|
||||
set
|
||||
// C3c seal: the public write escape hatch is closed. Production
|
||||
// controller installation flows only through the publication
|
||||
// lifecycle (CommitRuntimeOwnedController via
|
||||
// RuntimeLocalPlayerPhysicsPublicationState.Commit) and teardown
|
||||
// through ResetSession/Dispose/DiscardActivation. The setter stays
|
||||
// reachable for tests via InternalsVisibleTo only.
|
||||
internal set
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
if (ReferenceEquals(_controller, value))
|
||||
|
|
@ -189,6 +259,44 @@ public sealed class RuntimeLocalPlayerMovementState
|
|||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// C3c-F1 (2026-08-02): the ONLY route by which server-authoritative
|
||||
/// movement stats (run/jump skill, burden, stamina, PK status — the
|
||||
/// exact field set of the deleted
|
||||
/// <c>RuntimeMovementSkillProjection.ApplyTo</c>) reach the local
|
||||
/// movement controller. App holds no controller reference for stat
|
||||
/// application and performs no direct configuration mutation; the
|
||||
/// owner's publication lifecycle decides whether the write lands
|
||||
/// (live/dormant) or is reported as a typed displaced drop (terminal) —
|
||||
/// the fix for the connected-gate post-logout ingest crash at
|
||||
/// <c>PlayerMovementController.EnsureConfigurationMutable</c>.
|
||||
/// Deliberately tolerant of a disposed owner: a recompute displaced
|
||||
/// past teardown observes <see cref="RuntimeMovementStatsApplication.DroppedNoController"/>
|
||||
/// instead of faulting the session.
|
||||
/// </summary>
|
||||
public RuntimeMovementStatsApplication ApplyCharacterMovementStats(
|
||||
RuntimeMovementSkillState skills)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(skills);
|
||||
if (_controller is not { } controller)
|
||||
return RuntimeMovementStatsApplication.DroppedNoController;
|
||||
RuntimeMovementSkillSnapshot snapshot = skills.Snapshot;
|
||||
if (!snapshot.IsComplete)
|
||||
return RuntimeMovementStatsApplication.DroppedIncompleteSnapshot;
|
||||
return controller.ApplyCharacterMovementStats(snapshot);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// C3c-F1: routes the stamina-exhaustion EVENT (retail
|
||||
/// <c>CommandInterpreter::HandleExhaustion</c>) through the owner so the
|
||||
/// App edge-tracker never touches the gated controller motion surface.
|
||||
/// Returns false when no live controller can dispatch it (absent,
|
||||
/// dormant, terminal, or disposed owner) — displaced-callback-tolerant
|
||||
/// for the same reason as <see cref="ApplyCharacterMovementStats"/>.
|
||||
/// </summary>
|
||||
public bool ReportExhaustion() =>
|
||||
_controller?.ReportExhaustionAtMovementBoundary() == true;
|
||||
|
||||
/// <summary>
|
||||
/// Direct-host projection of the same combat readiness query used by the
|
||||
/// graphical attack adapter. A host without a constructed local movement
|
||||
|
|
|
|||
|
|
@ -278,13 +278,43 @@ internal sealed class RuntimeLocalPlayerPhysicsPublicationState : IDisposable
|
|||
getObjectA: id => _physics.TryGetPhysicsHost(id, out var host)
|
||||
? host
|
||||
: null,
|
||||
handleUpdateTarget: movement.HandleUpdateTarget,
|
||||
// C3c: the [autowalk-target]/[autowalk-end] probes moved here
|
||||
// with controller construction (previously App-side in
|
||||
// PlayerModeController.BuildControllerAndCamera); they stay on
|
||||
// the PhysicsDiagnostics owner exactly as before.
|
||||
handleUpdateTarget: info =>
|
||||
{
|
||||
if (PhysicsDiagnostics.ProbeAutoWalkEnabled)
|
||||
{
|
||||
Console.WriteLine(
|
||||
$"[autowalk-target] object=0x{info.ObjectId:X8} "
|
||||
+ $"status={info.Status} context={info.ContextId} "
|
||||
+ $"target=({info.TargetPosition.Frame.Origin.X:F2},"
|
||||
+ $"{info.TargetPosition.Frame.Origin.Y:F2},"
|
||||
+ $"{info.TargetPosition.Frame.Origin.Z:F2})");
|
||||
}
|
||||
movement.HandleUpdateTarget(info);
|
||||
},
|
||||
interruptCurrentMovement: () =>
|
||||
movement.CancelMoveTo(WeenieError.ActionCancelled));
|
||||
{
|
||||
if (PhysicsDiagnostics.ProbeAutoWalkEnabled
|
||||
&& movement.IsMovingTo())
|
||||
{
|
||||
Console.WriteLine("[autowalk-end] reason=interrupt");
|
||||
}
|
||||
movement.CancelMoveTo(WeenieError.ActionCancelled);
|
||||
});
|
||||
movement.MakeMoveToManager();
|
||||
motion.UnstickFromObject = physicsHost.PositionManager.UnStick;
|
||||
motion.InterruptCurrentMovement = () =>
|
||||
{
|
||||
if (PhysicsDiagnostics.ProbeAutoWalkEnabled
|
||||
&& movement.IsMovingTo())
|
||||
{
|
||||
Console.WriteLine("[autowalk-end] reason=interrupt");
|
||||
}
|
||||
movement.CancelMoveTo(WeenieError.ActionCancelled);
|
||||
};
|
||||
controller.PositionManager = physicsHost.PositionManager;
|
||||
// This checkpoint publishes ownership only. The subsequent canonical
|
||||
// SetPosition transaction is the sole authority which may enter the
|
||||
|
|
@ -687,11 +717,106 @@ internal sealed class RuntimeLocalPlayerPhysicsPublicationState : IDisposable
|
|||
_physics.SetPosition.DispatchDormantLocalActivationShadow(committed);
|
||||
if (!IsCommittedActivationSuffixCurrent(activation, committed))
|
||||
return committed.Status;
|
||||
ArmFirstEntryConstraintLeash(activation);
|
||||
SettleFirstEntryGroundContact(activation);
|
||||
_physics.SetPosition.DispatchDormantLocalActivationPlacement(committed);
|
||||
projection = committed.Projection.Token;
|
||||
return committed.Status;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// C3c-R1: the login-entry constraint-leash arm the flip deleted with
|
||||
/// the App-side <c>CommitPreparedPosition</c> caller. Ordering, with
|
||||
/// file:line justification:
|
||||
/// <list type="bullet">
|
||||
/// <item>NOT at <c>Prepare</c> — <c>PreparePositionForCommit</c> (:219)
|
||||
/// runs with <c>publishSharedState: false</c> and the controller's
|
||||
/// <c>PositionManager</c> binds only later at :318, so the leash cannot
|
||||
/// exist there (nor should it: the position is not accepted yet).</item>
|
||||
/// <item>NOT at publication <c>Commit</c> — the activation's placement
|
||||
/// evaluation (retail find-placement ring search) may still move or
|
||||
/// reject the position.</item>
|
||||
/// <item>HERE, after <c>TryApplyDormantLocalActivationFinalCommit</c>
|
||||
/// (RuntimeSetPositionState.cs:2494-2516 commits the final cell,
|
||||
/// activates the controller, and publishes the shared current cell) and
|
||||
/// inside the same <c>IsCommittedActivationSuffixCurrent</c> gate the
|
||||
/// settle uses — a stale suffix skips the arm exactly like the settle
|
||||
/// (never armed on stale authority).</item>
|
||||
/// <item>BEFORE <see cref="SettleFirstEntryGroundContact"/> — retail
|
||||
/// arms anchored to the RECEIVED position
|
||||
/// (<c>SmartBox::HandleReceivedPosition</c> 0x00453FD0) and only then
|
||||
/// simulates the first gravity frame, which the settle compresses; the
|
||||
/// anchor is therefore the committed placement, not the post-settle
|
||||
/// pose.</item>
|
||||
/// <item>Exactly once — <c>_activation</c> is nulled at :716 before
|
||||
/// this suffix, so a resumed <c>AwaitingFinalShadowPreparation</c>
|
||||
/// retry can never re-enter it after a successful final commit.</item>
|
||||
/// </list>
|
||||
/// </summary>
|
||||
private void ArmFirstEntryConstraintLeash(Activation activation)
|
||||
{
|
||||
// Same containment as the settle below: the placement commit has
|
||||
// already succeeded; a leash-arm failure must not unwind the suffix.
|
||||
try
|
||||
{
|
||||
activation.Controller.ArmConstraintLeashAtCommittedPlacement();
|
||||
}
|
||||
catch
|
||||
{
|
||||
_activationDispatchFailureCount++;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// C3c-F5: retail seeds the LOCAL player's ground contact from the first
|
||||
/// gravity frame after <c>enter_world</c>, never from the placement
|
||||
/// itself — <c>SmartBox::HandleCreateObject</c> (0x00454C80) runs
|
||||
/// <c>init_player</c> (0x00455010) then <c>CPhysicsObj::enter_world</c>
|
||||
/// (0x00455095 → 0x00516170), whose <c>SetPosition</c> validates the
|
||||
/// spot but records no touch and whose tail only sets ACTIVE (0x80).
|
||||
/// Every retail CPhysicsObj then simulates, falls the few centimetres
|
||||
/// onto the floor, and the transition's touch grants the contact plane
|
||||
/// + CONTACT/ON_WALKABLE. The dormant activation's just-finished commit
|
||||
/// is the faithful SetPosition port, so a fresh login body would start
|
||||
/// airborne here; this compresses the settle exactly like the #270
|
||||
/// remote-spawn seed (the shared <see cref="SpawnPlacementSettler"/>):
|
||||
/// a short downward sweep whose real touch produces the state retail's
|
||||
/// first frame would. No floor within reach (a genuine airborne spawn)
|
||||
/// leaves the body airborne — the ordinary per-tick gravity fall owns
|
||||
/// it from there. The body transients this commits ARE the controller's
|
||||
/// grounded state (<c>PlayerMovementController.CanSendPositionEvent</c>
|
||||
/// reads <c>InContact && OnWalkable</c> off the same body) and
|
||||
/// the outbound wire contact bit (<c>LocalPlayerOutboundController</c>
|
||||
/// serializes that predicate) — the flag ACE's "You can't do that while
|
||||
/// in the air!" gate reads.
|
||||
/// </summary>
|
||||
private void SettleFirstEntryGroundContact(Activation activation)
|
||||
{
|
||||
// Same post-commit callback-dispatch containment as the ground-edge
|
||||
// dispatch in CommitActivation: the placement commit has already
|
||||
// succeeded; a HitGround-side failure must not unwind the suffix.
|
||||
try
|
||||
{
|
||||
_ = SpawnPlacementSettler.TrySettle(
|
||||
_physics.Engine,
|
||||
activation.Body,
|
||||
activation.Body.Position,
|
||||
activation.Body.CellPosition.ObjCellId,
|
||||
activation.ActivationPreparation.Radius,
|
||||
activation.ActivationPreparation.Height,
|
||||
ObjectInfoState.IsPlayer
|
||||
| ObjectInfoState.EdgeSlide
|
||||
| activation.Controller.OwnPvpFlags,
|
||||
activation.Controller.LocalEntityId,
|
||||
activation.Movement.HitGround,
|
||||
activation.Motion.LeaveGround);
|
||||
}
|
||||
catch
|
||||
{
|
||||
_activationDispatchFailureCount++;
|
||||
}
|
||||
}
|
||||
|
||||
private bool IsActivationPrephaseEnvelopeCurrent(
|
||||
Activation activation,
|
||||
in RuntimeDormantSetPositionCommitReceipt receipt) =>
|
||||
|
|
|
|||
|
|
@ -1,41 +0,0 @@
|
|||
using AcDream.Core.Physics;
|
||||
|
||||
namespace AcDream.Runtime.Gameplay;
|
||||
|
||||
/// <summary>
|
||||
/// Applies the exact server-owned run/jump snapshot to either host's one local
|
||||
/// movement controller. This lives beside the canonical skill owner so
|
||||
/// graphical and no-window construction cannot drift.
|
||||
/// </summary>
|
||||
public static class RuntimeMovementSkillProjection
|
||||
{
|
||||
public static bool ApplyTo(
|
||||
RuntimeMovementSkillState skills,
|
||||
PlayerMovementController? controller)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(skills);
|
||||
RuntimeMovementSkillSnapshot snapshot = skills.Snapshot;
|
||||
if (controller is null || !snapshot.IsComplete)
|
||||
return false;
|
||||
|
||||
controller.SetCharacterSkills(
|
||||
snapshot.RunSkill,
|
||||
snapshot.JumpSkill);
|
||||
// Campaign P Slice P1 (2026-07-30): burden/stamina ride the SAME
|
||||
// seam run/jump skill already used — see the pseudocode doc §9.
|
||||
controller.SetCharacterBurden(snapshot.Burden);
|
||||
controller.SetCharacterStamina(snapshot.CurrentStamina);
|
||||
// TS-23 (Campaign P Slice P3, 2026-07-30): the player's own
|
||||
// PK/PKLite/Impenetrable collision-exemption bits and the
|
||||
// PlayerKillerStatus/LastPkAttackTimestamp pair the jump-cost
|
||||
// PK-timer bump reads — see EntityCollisionFlagsExt.ToMoverState
|
||||
// and PlayerWeenie.JumpStaminaCost.
|
||||
controller.OwnPvpFlags =
|
||||
EntityCollisionFlagsExt.FromPwdBitfield(snapshot.OwnPwdBitfield)
|
||||
.ToMoverState();
|
||||
controller.SetCharacterPkStatus(
|
||||
snapshot.PlayerKillerStatus,
|
||||
snapshot.LastPkAttackTimestamp);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
|
@ -272,6 +272,39 @@ internal static class RuntimeAuthoritativePositionRouteClassifier
|
|||
reporting);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// C3c-R1 review F7: converts an already-classified SetPosition-performing
|
||||
/// initial-Create route into the EXACT celless (AwaitFreshPosition) shape
|
||||
/// the Parented/PickedUp branch of <see cref="ClassifyCreate"/> produces,
|
||||
/// preserving the route's authority, operation kind, and collision-batch
|
||||
/// eligibility. A host with a bounded collision neighborhood (headless)
|
||||
/// applies this to a remote/projectile Create whose destination landblock
|
||||
/// that neighborhood will never publish — the parked placement's
|
||||
/// collision-generation wake could otherwise never fire. The residence
|
||||
/// then completes celless (FullCell stays 0, the accepted wire frame
|
||||
/// stays on the canonical snapshot), mirroring the pre-flip direct-host
|
||||
/// accepted-frame behavior for far remotes; a later fresh Position event
|
||||
/// owns any subsequent placement.
|
||||
/// </summary>
|
||||
internal static RuntimeAuthoritativePositionRoute ToCellessCreateRoute(
|
||||
in RuntimeAuthoritativePositionRoute route) =>
|
||||
new(
|
||||
route.Authority,
|
||||
RuntimeAuthoritativePositionDisposition.AwaitFreshPosition,
|
||||
route.OperationKind,
|
||||
PhysicsSetPositionFlags.None,
|
||||
0u,
|
||||
UnparentBeforeRouting: false,
|
||||
ApplyPlacementFrameBeforeRouting: false,
|
||||
LeaveWorld: false,
|
||||
TeleportHookPhase: RuntimeTeleportHookPhase.None,
|
||||
StopInterpolating: false,
|
||||
ConstrainPhase: RuntimePositionConstrainPhase.None,
|
||||
PreserveHeading: false,
|
||||
ZeroVelocity: false,
|
||||
SendPositionImmediately: false,
|
||||
route.CollisionBatchEligible);
|
||||
|
||||
internal static RuntimeAuthoritativePositionRoute ClassifyAcceptedPosition(
|
||||
in RuntimeAcceptedPositionRouteRequest request)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1987,9 +1987,13 @@ public sealed class RuntimePhysicsState : IDisposable
|
|||
{
|
||||
EnsureNotDisposed();
|
||||
EnsureCollisionMutationThread();
|
||||
uint canonical = CanonicalLandblock(landblockId);
|
||||
if (canonical == 0u)
|
||||
// C3c-F3: the old `canonical == 0u` check was dead (CanonicalLandblock
|
||||
// ORs in 0xFFFF, so it never returns 0) — the real absent-id guard is
|
||||
// on the raw input. Landblock (0,0) canonicalizes to 0x0000FFFF and
|
||||
// is fully legal here.
|
||||
if (landblockId == 0u)
|
||||
throw new ArgumentOutOfRangeException(nameof(landblockId));
|
||||
uint canonical = CanonicalLandblock(landblockId);
|
||||
return SetPosition.BeginCollisionPrefixQuiescence(
|
||||
canonical,
|
||||
collisionGeneration,
|
||||
|
|
@ -2034,6 +2038,13 @@ public sealed class RuntimePhysicsState : IDisposable
|
|||
{
|
||||
EnsureNotDisposed();
|
||||
EnsureCollisionMutationThread();
|
||||
// C3c-F3: an absent landblock id (0) canonicalizes to 0x0000FFFF —
|
||||
// the REAL map-corner landblock — so it must be rejected at the
|
||||
// admission entrance. The prefix-0 sentinel used to (accidentally,
|
||||
// and only at commit time) catch this caller bug; with prefix
|
||||
// 0x00000000 now legal, the explicit guard is the only protection.
|
||||
if (landblockId == 0u)
|
||||
throw new ArgumentOutOfRangeException(nameof(landblockId));
|
||||
uint canonical = CanonicalLandblock(landblockId);
|
||||
if (_collisionPrefixMutations.ContainsKey(canonical))
|
||||
{
|
||||
|
|
@ -2622,9 +2633,13 @@ public sealed class RuntimePhysicsState : IDisposable
|
|||
{
|
||||
EnsureNotDisposed();
|
||||
EnsureCollisionMutationThread();
|
||||
uint canonical = CanonicalLandblock(landblockId);
|
||||
if (canonical == 0u)
|
||||
// C3c-F3: absent-id guard on the raw input — the old
|
||||
// `canonical == 0u` test was dead (CanonicalLandblock never returns
|
||||
// 0), and the corner landblock (canonical 0x0000FFFF) retires like
|
||||
// any other.
|
||||
if (landblockId == 0u)
|
||||
throw new ArgumentOutOfRangeException(nameof(landblockId));
|
||||
uint canonical = CanonicalLandblock(landblockId);
|
||||
if (kind is RuntimeCollisionPrefixMutationKind.Activation)
|
||||
throw new ArgumentOutOfRangeException(nameof(kind));
|
||||
|
||||
|
|
@ -2944,6 +2959,27 @@ public sealed class RuntimePhysicsState : IDisposable
|
|||
: 1UL;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// True when a collision evaluation may read this cell's landblock right
|
||||
/// now — no admission is in flight for it and its prefix is not quiescing.
|
||||
/// <see cref="TrySealCollisionEvaluationAuthority"/> enforces exactly this
|
||||
/// per queried prefix, so any owner that is about to DEPEND on a
|
||||
/// successful seal must consult the same predicate first. C3c-F2: the
|
||||
/// dormant local-player activation rearm did not, so a collision-generation
|
||||
/// commit that reentered the first-entry pump before its own admission
|
||||
/// retired rearmed the parked lease out of AwaitingCell, immediately failed
|
||||
/// this seal, and — no longer being AwaitingCell — was reported as
|
||||
/// RejectedAuthority (terminal) instead of "still waiting". That dropped
|
||||
/// the login conductor for the whole session.
|
||||
/// </summary>
|
||||
internal bool IsCollisionEvaluationPrefixAdmissible(uint exactCellId)
|
||||
{
|
||||
uint landblockId = CanonicalLandblock(exactCellId);
|
||||
return landblockId != 0u
|
||||
&& !_collisionAdmissions.ContainsKey(landblockId)
|
||||
&& !SetPosition.IsCollisionPrefixQuiescing(landblockId);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Exact collision-prefix generation authority used by private
|
||||
/// SetPosition evaluations. Beginning a replacement generation advances
|
||||
|
|
@ -3021,8 +3057,7 @@ public sealed class RuntimePhysicsState : IDisposable
|
|||
}
|
||||
foreach (uint prefix in prefixes)
|
||||
{
|
||||
if (_collisionAdmissions.ContainsKey(prefix)
|
||||
|| SetPosition.IsCollisionPrefixQuiescing(prefix))
|
||||
if (!IsCollisionEvaluationPrefixAdmissible(prefix))
|
||||
return false;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -109,8 +109,14 @@ internal readonly record struct RuntimeCollisionPrefixQuiescenceToken(
|
|||
ulong CollisionGeneration,
|
||||
ulong OperationId)
|
||||
{
|
||||
internal bool IsValid => LandblockPrefix != 0u
|
||||
&& (LandblockPrefix & 0xFFFFu) == 0u
|
||||
// C3c-F3: presence is discriminated by OperationId (allocated from a
|
||||
// monotonic counter starting at 1, so a default token always carries 0)
|
||||
// and CollisionGeneration (generations also start at 1) — NOT by
|
||||
// LandblockPrefix != 0. Prefix 0x00000000 is the legitimate prefix of
|
||||
// landblock (0,0) (id 0x0000FFFF, Dereth's map corner); the old
|
||||
// prefix-based term made every real corner-landblock token read as
|
||||
// invalid, wedging TryGetCurrentQuiescence and every release path.
|
||||
internal bool IsValid => (LandblockPrefix & 0xFFFFu) == 0u
|
||||
&& CollisionGeneration != 0UL
|
||||
&& OperationId != 0UL;
|
||||
}
|
||||
|
|
@ -778,9 +784,14 @@ internal sealed class RuntimeSetPositionState : IDisposable
|
|||
EnsureNotDisposed();
|
||||
if (collisionGeneration == 0UL)
|
||||
throw new ArgumentOutOfRangeException(nameof(collisionGeneration));
|
||||
uint prefix = landblockId & 0xFFFF0000u;
|
||||
if (prefix == 0u)
|
||||
// C3c-F3: reject only the genuinely-absent landblock id (0). Prefix
|
||||
// 0x00000000 is landblock (0,0) — the map corner — so a prefix == 0
|
||||
// test can no longer stand in for "no landblock"; that sentinel
|
||||
// collision crashed every collision publication whose streaming
|
||||
// window reached the corner (connected-gate 20260802-135444).
|
||||
if (landblockId == 0u)
|
||||
throw new ArgumentOutOfRangeException(nameof(landblockId));
|
||||
uint prefix = landblockId & 0xFFFF0000u;
|
||||
|
||||
if (_collisionPrefixQuiescence.TryGetValue(
|
||||
prefix,
|
||||
|
|
@ -1848,6 +1859,45 @@ internal sealed class RuntimeSetPositionState : IDisposable
|
|||
&& operation.WakeableLostCell;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// C3c-F2: the identity check below is against
|
||||
/// <see cref="RuntimePhysicsState.CollisionGenerationAuthority"/> — the
|
||||
/// generation the collision world currently HOLDS — not against
|
||||
/// <c>ExpectedCollisionGeneration</c>, which means two different things
|
||||
/// at the two ends of this wait. At park time (this class's own
|
||||
/// <c>TryPrepareDormantLocalActivationCommit</c>) an admission for the
|
||||
/// destination landblock is in flight, so Expected == that admission's
|
||||
/// generation G and the lease correctly parks against G. The wake that
|
||||
/// sets <c>CollisionGenerationReady</c> is
|
||||
/// <c>CommitCollisionGeneration(lb, G, ready)</c>, and the very next
|
||||
/// statement in RuntimePhysicsState retires the admission
|
||||
/// (AdvanceCommittedActivation) while leaving the committed generation at
|
||||
/// G — from that instant Expected returns G+1, a generation that does not
|
||||
/// exist and may never be begun. Comparing the parked G against Expected
|
||||
/// therefore refused every login rearm forever (the connected-gate
|
||||
/// DeferredCell wedge: controller never published, world never visible).
|
||||
/// The committed-authority comparison keeps every staleness guarantee: a
|
||||
/// superseding BeginCollisionAdmission or a CancelCollisionGeneration
|
||||
/// moves the authority off G and this lease still refuses to rearm.
|
||||
///
|
||||
/// <para>
|
||||
/// The trailing
|
||||
/// <see cref="RuntimePhysicsState.IsCollisionEvaluationPrefixAdmissible"/>
|
||||
/// term is the second half of the same C3c-F2 defect and is what the live
|
||||
/// probe caught: the collision-generation commit reenters the host's
|
||||
/// first-entry pump BEFORE its own admission is retired
|
||||
/// (RuntimePhysicsState.cs:2503 commits the generation, :2552-2558 retires
|
||||
/// the admission). Rearming inside that window moves the lease out of
|
||||
/// AwaitingCell and the very next evaluation fails
|
||||
/// <c>TrySealCollisionEvaluationAuthority</c> on the still-registered
|
||||
/// admission — at which point EvaluateActivation can no longer report
|
||||
/// DeferredCell (the operation is no longer AwaitingCell) and returns
|
||||
/// RejectedAuthority, which is TERMINAL for the conductor. Refusing the
|
||||
/// rearm until the prefix is evaluable keeps the lease parked and
|
||||
/// retryable, exactly as the remote wake path already does with
|
||||
/// <c>TryGetBlockingQuiescence</c> (:4069-4095).
|
||||
/// </para>
|
||||
/// </summary>
|
||||
private bool TryRearmDeferredDormantLocalActivation(
|
||||
RuntimeEntityRecord record,
|
||||
PhysicsBody body,
|
||||
|
|
@ -1868,8 +1918,10 @@ internal sealed class RuntimeSetPositionState : IDisposable
|
|||
|| !operation.CollisionGenerationReady
|
||||
|| operation.ProjectionSequence != 0UL
|
||||
|| operation.CollisionGeneration != _physics
|
||||
.ExpectedCollisionGeneration(operation.ExactCellId)
|
||||
|| !_physics.Engine.IsSpawnCellReady(operation.ExactCellId))
|
||||
.CollisionGenerationAuthority(operation.ExactCellId)
|
||||
|| !_physics.Engine.IsSpawnCellReady(operation.ExactCellId)
|
||||
|| !_physics.IsCollisionEvaluationPrefixAdmissible(
|
||||
operation.ExactCellId))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
|
@ -3366,14 +3418,19 @@ internal sealed class RuntimeSetPositionState : IDisposable
|
|||
command);
|
||||
CollisionPrefixQuiescence? quiescence =
|
||||
_collisionPrefixQuiescence.GetValueOrDefault(prefix);
|
||||
// C3c-F3: pass the overrides through as genuinely optional —
|
||||
// `quiescence?.` yields null (absent) with no quiescence and the
|
||||
// token's exact values (present, prefix 0x00000000 included)
|
||||
// with one. The old `?? 0u` collapse made a corner-landblock
|
||||
// quiescence indistinguishable from "no quiescence".
|
||||
RuntimeSetPositionOutcome parked = ParkDeferred(
|
||||
operation,
|
||||
result,
|
||||
publishImmediately: false,
|
||||
collisionGenerationOverride:
|
||||
quiescence?.Token.CollisionGeneration ?? 0UL,
|
||||
quiescence?.Token.CollisionGeneration,
|
||||
collisionPrefixOverride:
|
||||
quiescence?.Token.LandblockPrefix ?? 0u);
|
||||
quiescence?.Token.LandblockPrefix);
|
||||
if (_pendingProjection.TryGetValue(
|
||||
parked.Projection.Sequence,
|
||||
out RuntimePlacementProjectionSnapshot staged))
|
||||
|
|
@ -3929,12 +3986,22 @@ internal sealed class RuntimeSetPositionState : IDisposable
|
|||
_operationPool.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// C3c-F3: the quiescence-override pair is nullable — null means "no
|
||||
/// quiescence holds this park", a present value means "parked under that
|
||||
/// quiescence's exact prefix/generation". Nullable uint is the chosen
|
||||
/// has-prefix representation for the whole chain because the previous
|
||||
/// 0-sentinel collided with landblock (0,0)'s legitimate prefix
|
||||
/// 0x00000000: a corner-landblock quiescence override read as "absent",
|
||||
/// so <see cref="Operation.CollisionQuiescenceHeld"/> derived false and
|
||||
/// the parked operation skipped the QuiescenceHeld stage entirely.
|
||||
/// </summary>
|
||||
private RuntimeSetPositionOutcome ParkDeferred(
|
||||
Operation operation,
|
||||
in PhysicsSetPositionResult result,
|
||||
bool publishImmediately = true,
|
||||
ulong collisionGenerationOverride = 0UL,
|
||||
uint collisionPrefixOverride = 0u)
|
||||
ulong? collisionGenerationOverride = null,
|
||||
uint? collisionPrefixOverride = null)
|
||||
{
|
||||
PhysicsBody body = operation.Body!;
|
||||
body.Orientation = result.Orientation;
|
||||
|
|
@ -3969,13 +4036,11 @@ internal sealed class RuntimeSetPositionState : IDisposable
|
|||
operation.WakeableLostCell = true;
|
||||
operation.EnteringWorldFromCelllessResidence = true;
|
||||
ArmLostFamilyDeadlines(operation);
|
||||
operation.CollisionGeneration = collisionGenerationOverride != 0UL
|
||||
? collisionGenerationOverride
|
||||
: _physics.ExpectedCollisionGeneration(result.CellId);
|
||||
operation.CollisionPrefix = collisionPrefixOverride != 0u
|
||||
? collisionPrefixOverride
|
||||
: result.CellId & 0xFFFF0000u;
|
||||
operation.CollisionQuiescenceHeld = collisionPrefixOverride != 0u;
|
||||
operation.CollisionGeneration = collisionGenerationOverride
|
||||
?? _physics.ExpectedCollisionGeneration(result.CellId);
|
||||
operation.CollisionPrefix = collisionPrefixOverride
|
||||
?? result.CellId & 0xFFFF0000u;
|
||||
operation.CollisionQuiescenceHeld = collisionPrefixOverride.HasValue;
|
||||
operation.Command = operation.Command with
|
||||
{
|
||||
Physics = operation.Command.Physics with
|
||||
|
|
|
|||
354
src/AcDream.Runtime/Session/RuntimeFirstEntryDriveController.cs
Normal file
354
src/AcDream.Runtime/Session/RuntimeFirstEntryDriveController.cs
Normal file
|
|
@ -0,0 +1,354 @@
|
|||
using AcDream.Content;
|
||||
using AcDream.Runtime.Entities;
|
||||
using AcDream.Runtime.Gameplay;
|
||||
using AcDream.Runtime.Physics;
|
||||
|
||||
namespace AcDream.Runtime.Session;
|
||||
|
||||
/// <summary>
|
||||
/// C3c: the host-driven pump that walks every initial-Create residence
|
||||
/// through its first-entry conductor. One instance per host session route;
|
||||
/// graphical and no-window hosts construct it with their own prepared
|
||||
/// collision source and local-player activation-preparation provider and
|
||||
/// call <see cref="DriveAll"/> from their own cadence (post-Create
|
||||
/// hydration and the per-frame placement retry phase for the graphical
|
||||
/// host; spawn/position projection and the session tick for headless).
|
||||
///
|
||||
/// The controller owns NO placement state — it records which entities hold
|
||||
/// a fresh residence lease (via
|
||||
/// <see cref="RuntimeEntityObjectLifetime.BindInitialResidenceBeginNotification"/>)
|
||||
/// and repeatedly calls the conductors, which re-validate all currency
|
||||
/// themselves. Terminal yields (Completed/RejectedToken/RejectedAuthority)
|
||||
/// drop the entry; every Awaiting*/Contention yield keeps it for the next
|
||||
/// pump.
|
||||
///
|
||||
/// Continuation placements (the executor's AwaitingContinuationPlacement
|
||||
/// yield) are completed here through the C0 fused
|
||||
/// <see cref="RuntimeSetPositionState.TryPrepareAndSubmitAuthoredPlacement"/>
|
||||
/// — legal for a continuation operation, which never has
|
||||
/// DormantLocalActivation set — followed by head acknowledgement. The
|
||||
/// production sink may consume the resulting Place first (the residence is
|
||||
/// already consumed by then, so the sink's residence gate does not fire);
|
||||
/// a failed acknowledgement after that is benign — the executor's
|
||||
/// ResumePendingPlacement keys off the retained acknowledged completion,
|
||||
/// not off who acknowledged.
|
||||
/// </summary>
|
||||
internal sealed class RuntimeFirstEntryDriveController
|
||||
{
|
||||
/// <summary>
|
||||
/// Bounded chase of synchronous progress inside one entity's drive —
|
||||
/// enough for mover-prep + placement + acknowledgement + a handful of
|
||||
/// continuation placements in a single pump without risking an unbounded
|
||||
/// loop against a livelocked yield.
|
||||
/// </summary>
|
||||
private const int MaxSynchronousStepsPerEntity = 16;
|
||||
|
||||
private sealed class Pending
|
||||
{
|
||||
internal required RuntimeEntityRecord Record { get; init; }
|
||||
internal required RuntimeInitialCreateResidenceToken Token { get; init; }
|
||||
internal required bool IsLocalPlayer { get; init; }
|
||||
}
|
||||
|
||||
private readonly RuntimeEntityObjectLifetime _entityObjects;
|
||||
private readonly IGameRuntimeClock _clock;
|
||||
private readonly IPreparedCollisionSource _collisionSource;
|
||||
private readonly Func<PlayerMovementConstructionOptions> _localOptions;
|
||||
private readonly Func<RuntimeEntityRecord,
|
||||
RuntimeLocalPlayerPhysicsActivationPreparation> _localActivation;
|
||||
private readonly Dictionary<RuntimeEntityKey, Pending> _pending = [];
|
||||
private readonly List<RuntimeEntityKey> _driveScratch = [];
|
||||
private bool _driving;
|
||||
/// <summary>C3c-R1 review F6: see <see cref="AttachRoute"/>.</summary>
|
||||
private object? _routeOwner;
|
||||
|
||||
internal RuntimeFirstEntryDriveController(
|
||||
RuntimeEntityObjectLifetime entityObjects,
|
||||
IGameRuntimeClock clock,
|
||||
IPreparedCollisionSource collisionSource,
|
||||
Func<PlayerMovementConstructionOptions> localOptions,
|
||||
Func<RuntimeEntityRecord,
|
||||
RuntimeLocalPlayerPhysicsActivationPreparation> localActivation)
|
||||
{
|
||||
_entityObjects = entityObjects
|
||||
?? throw new ArgumentNullException(nameof(entityObjects));
|
||||
_clock = clock ?? throw new ArgumentNullException(nameof(clock));
|
||||
_collisionSource = collisionSource
|
||||
?? throw new ArgumentNullException(nameof(collisionSource));
|
||||
_localOptions = localOptions
|
||||
?? throw new ArgumentNullException(nameof(localOptions));
|
||||
_localActivation = localActivation
|
||||
?? throw new ArgumentNullException(nameof(localActivation));
|
||||
_entityObjects.BindInitialResidenceBeginNotification(
|
||||
NoteResidenceBegan);
|
||||
// C3c-R1 review F5: tracked-but-undriven entries fold into the
|
||||
// entity-object ownership snapshot instead of sitting outside every
|
||||
// ledger.
|
||||
_entityObjects.RegisterFirstEntryDriveOwnership(() => _pending.Count);
|
||||
}
|
||||
|
||||
internal int PendingCount => _pending.Count;
|
||||
|
||||
/// <summary>
|
||||
/// Records a fresh residence for a later pump. Runs synchronously inside
|
||||
/// the registration transaction (including the executor's deferred-child
|
||||
/// replays, which re-enter registration mid-Execute), so it must never
|
||||
/// call Advance here — only capture the exact key/token/dispatch facts.
|
||||
/// </summary>
|
||||
private void NoteResidenceBegan(RuntimeEntityRecord record)
|
||||
{
|
||||
if (record.Key is not { } key
|
||||
|| !_entityObjects.TryGetInitialCreateResidence(
|
||||
record,
|
||||
out RuntimeInitialCreateResidenceLease lease))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_pending[key] = new Pending
|
||||
{
|
||||
Record = record,
|
||||
Token = lease.Token,
|
||||
// Dispatch is decided ONCE from the lease's classified route —
|
||||
// TryGetCurrent fails mid-drain (the residence moves to its
|
||||
// completed table at Complete), so the lease cannot be
|
||||
// re-fetched on a later pump.
|
||||
IsLocalPlayer = lease.Route.OperationKind
|
||||
is RuntimeSetPositionOperationKind.InitialLogin,
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Drives every tracked first-entry sequence one bounded step. Safe to
|
||||
/// call from any host cadence point; re-entrant calls (a conductor's own
|
||||
/// synchronous callbacks reaching a host pump) fail closed into the next
|
||||
/// outer pump instead of interleaving.
|
||||
/// </summary>
|
||||
internal void DriveAll()
|
||||
{
|
||||
if (_driving || _pending.Count == 0)
|
||||
return;
|
||||
_driving = true;
|
||||
try
|
||||
{
|
||||
_driveScratch.Clear();
|
||||
foreach (RuntimeEntityKey key in _pending.Keys)
|
||||
_driveScratch.Add(key);
|
||||
foreach (RuntimeEntityKey key in _driveScratch)
|
||||
{
|
||||
if (_pending.TryGetValue(key, out Pending? pending))
|
||||
DriveOne(key, pending);
|
||||
}
|
||||
}
|
||||
finally
|
||||
{
|
||||
_driving = false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// C3c-R1 review F6: the explicit one-route-at-a-time latch. A drive
|
||||
/// controller outlives its session routes (hosts reuse it across
|
||||
/// reconnects), and route teardown clears the tracked entries — so the
|
||||
/// "session reset precedes a new route" ordering the hosts rely on is
|
||||
/// asserted here instead of silently assumed: a second route attaching
|
||||
/// before the prior route detached would otherwise let the OLD route's
|
||||
/// dispose wipe the NEW route's tracked entries.
|
||||
/// </summary>
|
||||
internal void AttachRoute(object route)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(route);
|
||||
if (_routeOwner is not null && !ReferenceEquals(_routeOwner, route))
|
||||
{
|
||||
throw new InvalidOperationException(
|
||||
"A first-entry drive controller serves one session route at "
|
||||
+ "a time; the prior route must be disposed (session reset "
|
||||
+ "precedes a new route) before a replacement attaches.");
|
||||
}
|
||||
_routeOwner = route;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Route-scoped teardown: clears every tracked entry, but ONLY when
|
||||
/// <paramref name="route"/> is the attached owner — a route that never
|
||||
/// attached (construction rollback) or was displaced must not clear the
|
||||
/// live route's entries. The conductors and residence own their own
|
||||
/// convergence independently (retirement fan-out + session clear).
|
||||
/// </summary>
|
||||
internal void DetachRoute(object route)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(route);
|
||||
if (!ReferenceEquals(_routeOwner, route))
|
||||
return;
|
||||
_routeOwner = null;
|
||||
_pending.Clear();
|
||||
}
|
||||
|
||||
private void DriveOne(RuntimeEntityKey key, Pending pending)
|
||||
{
|
||||
for (int step = 0; step < MaxSynchronousStepsPerEntity; step++)
|
||||
{
|
||||
if (pending.Record.Key != key)
|
||||
{
|
||||
// Post-teardown key release; the retirement fan-out already
|
||||
// reaped the conductors' own progress.
|
||||
_pending.Remove(key);
|
||||
return;
|
||||
}
|
||||
|
||||
bool terminal;
|
||||
bool awaitingContinuationPlacement;
|
||||
if (pending.IsLocalPlayer)
|
||||
{
|
||||
RuntimeLocalPlayerFirstEntryStatus status =
|
||||
_entityObjects.LocalPlayerFirstEntry.Advance(
|
||||
pending.Record,
|
||||
pending.Token,
|
||||
_localOptions(),
|
||||
_localActivation(pending.Record),
|
||||
_collisionSource,
|
||||
_clock.SimulationTimeSeconds,
|
||||
inputs: default,
|
||||
out _);
|
||||
terminal = status
|
||||
is RuntimeLocalPlayerFirstEntryStatus.Completed
|
||||
or RuntimeLocalPlayerFirstEntryStatus.RejectedToken
|
||||
or RuntimeLocalPlayerFirstEntryStatus.RejectedAuthority;
|
||||
awaitingContinuationPlacement = status
|
||||
is RuntimeLocalPlayerFirstEntryStatus
|
||||
.AwaitingContinuationPlacement;
|
||||
}
|
||||
else
|
||||
{
|
||||
RuntimeRemoteFirstEntryStatus status =
|
||||
_entityObjects.RemoteFirstEntry.Advance(
|
||||
pending.Record,
|
||||
pending.Token,
|
||||
_collisionSource,
|
||||
_clock.SimulationTimeSeconds,
|
||||
inputs: default,
|
||||
out _,
|
||||
out _);
|
||||
terminal = status
|
||||
is RuntimeRemoteFirstEntryStatus.Completed
|
||||
or RuntimeRemoteFirstEntryStatus.RejectedToken
|
||||
or RuntimeRemoteFirstEntryStatus.RejectedAuthority;
|
||||
awaitingContinuationPlacement = status
|
||||
is RuntimeRemoteFirstEntryStatus
|
||||
.AwaitingContinuationPlacement;
|
||||
}
|
||||
|
||||
if (terminal)
|
||||
{
|
||||
_pending.Remove(key);
|
||||
return;
|
||||
}
|
||||
if (!awaitingContinuationPlacement)
|
||||
{
|
||||
// AwaitingCollisionSource / AwaitingActivation /
|
||||
// AwaitingPlacement / AwaitingReceiptAcknowledgement /
|
||||
// Contention — nothing more this pump can do synchronously.
|
||||
return;
|
||||
}
|
||||
if (!TryCompleteContinuationPlacement(key, pending.Record))
|
||||
return;
|
||||
// A continuation placement progressed — re-Advance so the
|
||||
// executor can consume the acknowledged completion and keep
|
||||
// draining.
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Completes (or makes bounded progress on) the executor's pending
|
||||
/// continuation placement for <paramref name="key"/>. Returns true when
|
||||
/// enough progress happened that re-calling Advance can observe it.
|
||||
/// </summary>
|
||||
private bool TryCompleteContinuationPlacement(
|
||||
RuntimeEntityKey key,
|
||||
RuntimeEntityRecord record)
|
||||
{
|
||||
RuntimeSetPositionState setPosition =
|
||||
_entityObjects.Physics.SetPosition;
|
||||
|
||||
// A receipt of OURS already at the FIFO head (a Place from a prior
|
||||
// submit attempt, or the Withdraw of a deferred park) is consumed
|
||||
// first — acknowledgement is what re-arms a parked operation and what
|
||||
// ResumePendingPlacement's retained-completion check requires.
|
||||
bool acknowledgedSomething = false;
|
||||
while (setPosition.TryPeekProjection(
|
||||
out RuntimePlacementProjectionSnapshot head)
|
||||
&& head.Token.Entity == key
|
||||
&& head.Kind is RuntimePlacementProjectionKind.Place
|
||||
or RuntimePlacementProjectionKind.Withdraw)
|
||||
{
|
||||
if (!setPosition.AcknowledgeProjection(head.Token))
|
||||
break;
|
||||
acknowledgedSomething = true;
|
||||
}
|
||||
|
||||
if (!_entityObjects.InitialCreateExecution
|
||||
.TryGetPendingContinuationPlacement(
|
||||
key,
|
||||
out RuntimeEntityPlacementToken placement))
|
||||
{
|
||||
// Flavor 2 (transient operation-slot contention): no token was
|
||||
// ever begun; the only correct action is a later Execute retry.
|
||||
return acknowledgedSomething;
|
||||
}
|
||||
if (!_entityObjects.InitialCreateExecution
|
||||
.TryGetPendingContinuationRoute(
|
||||
key,
|
||||
out RuntimeAuthoritativePositionRoute route))
|
||||
{
|
||||
return acknowledgedSomething;
|
||||
}
|
||||
|
||||
RuntimeSetPositionMoverPreparationStatus status =
|
||||
setPosition.TryPrepareAndSubmitAuthoredPlacement(
|
||||
record,
|
||||
placement,
|
||||
route.OperationKind,
|
||||
route.SetPositionFlags,
|
||||
_collisionSource,
|
||||
_clock.SimulationTimeSeconds,
|
||||
out RuntimeSetPositionOutcome outcome);
|
||||
if (status != RuntimeSetPositionMoverPreparationStatus.Prepared)
|
||||
{
|
||||
// RetrySetupUnavailable retries on a later pump; a rejected
|
||||
// preparation for an already-submitted-and-awaiting operation is
|
||||
// driven purely by the head acknowledgements above.
|
||||
return acknowledgedSomething;
|
||||
}
|
||||
|
||||
switch (outcome.Status)
|
||||
{
|
||||
case RuntimeSetPositionStatus.CommittedHostAcknowledgementPending:
|
||||
// The synchronous publish may already have let the production
|
||||
// sink apply-and-acknowledge this exact receipt (the
|
||||
// residence is consumed by drain time, so the sink's
|
||||
// residence gate no longer declines it). A false return here
|
||||
// is therefore benign; the retained acknowledged completion
|
||||
// is what the executor consumes either way.
|
||||
_ = setPosition.AcknowledgeProjection(outcome.Projection);
|
||||
return true;
|
||||
case RuntimeSetPositionStatus.DeferredCell:
|
||||
// Parked with a published Withdraw; consume it if it is
|
||||
// already the head so the collision-generation wake can
|
||||
// resubmit.
|
||||
while (setPosition.TryPeekProjection(
|
||||
out RuntimePlacementProjectionSnapshot parked)
|
||||
&& parked.Token.Entity == key
|
||||
&& parked.Kind is RuntimePlacementProjectionKind.Withdraw)
|
||||
{
|
||||
if (!setPosition.AcknowledgeProjection(parked.Token))
|
||||
break;
|
||||
acknowledgedSomething = true;
|
||||
}
|
||||
return acknowledgedSomething;
|
||||
default:
|
||||
// Rejected/Cancelled — authority moved; the next Advance
|
||||
// observes it and abandons through the conductor's own path.
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -72,8 +72,28 @@ public sealed class RuntimeLiveEntitySessionController
|
|||
|
||||
private void OnSpawned(WorldSession.EntitySpawn spawn)
|
||||
{
|
||||
RuntimeEntityRegistrationResult registration =
|
||||
Entities.RegisterEntity(spawn);
|
||||
// C3c route-8 flip: every direct-host Create enters the SAME initial
|
||||
// residence lease graphical route 1 uses; the conductor drive (via
|
||||
// IRuntimeDirectWorldProjection.ProjectSpawn and the host's pump)
|
||||
// owns mover preparation, body/controller construction, placement,
|
||||
// and the FIFO drain from here.
|
||||
//
|
||||
// C3c-R1 review R3: a CONTENT-LESS host (a validated-legal headless
|
||||
// configuration — HeadlessConfigurationLoader.ValidateContent
|
||||
// accepts a null process.content) constructs no world projection
|
||||
// and therefore no first-entry drive; opening a residence with no
|
||||
// drive to pump it would park every Create (and every position/
|
||||
// state packet queued behind its pending residence) forever. That
|
||||
// configuration keeps the exact pre-flip legacy registration:
|
||||
// presentation-free RegisterEntity plus the direct accepted-frame
|
||||
// commit below. C4/C5 revisit: unify once the direct-host conductor
|
||||
// drive no longer requires prepared content.
|
||||
RuntimeEntityRegistrationResult registration = _worldProjection is null
|
||||
? Entities.RegisterEntity(spawn)
|
||||
: Entities.RegisterEntityWithInitialResidence(
|
||||
spawn,
|
||||
isLocalPlayer: spawn.Guid
|
||||
== _runtime.PlayerIdentity.ServerGuid);
|
||||
if (registration.Canonical is not { } canonical)
|
||||
return;
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue