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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@ -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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@ -1292,6 +1324,114 @@ public sealed class PlayerMovementController
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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
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is PlayerMovementControllerPublicationLifecycle.StandalonePublished
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or PlayerMovementControllerPublicationLifecycle.CandidatePreparing
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or PlayerMovementControllerPublicationLifecycle.RuntimePublished)
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{
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_motion.ReportExhaustion();
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return true;
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}
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return false;
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}
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/// <summary>
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/// R3-W2 (r3-port-plan.md §4): the player's <see cref="MotionInterpreter"/>
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/// — GameWindow binds the player sequencer's MotionDone seam to it so the
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@ -1651,15 +1791,39 @@ public sealed class PlayerMovementController
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RearmConstraintLeashAtCurrentPosition();
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}
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/// <summary>
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/// C3c-R1: arms the login-entry constraint leash from the Runtime
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/// publication chain. The flip deleted the only login-path caller of
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/// <see cref="RearmConstraintLeashAtCurrentPosition"/> (the App-side
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/// <see cref="CommitPreparedPosition"/> call in the old
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/// player-mode-entry commit); the dormant activation's final commit
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/// (<c>RuntimeSetPositionState.TryApplyDormantLocalActivationFinalCommit</c>)
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/// is the accepted-position event that replaces it — retail arms at
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/// every accepted-position event (<c>SmartBox::HandleReceivedPosition</c>
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/// 0x00453FD0). The final commit has already activated this controller
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/// (<c>ActivateRuntimePublication</c>), so the published guard doubles
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/// as a stale-caller check. Like the pre-flip commit path, no
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/// UnConstrain teardown is needed: nothing can have armed the leash on
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/// a controller whose <see cref="PositionManager"/> was created by its
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/// own publication candidate.
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/// </summary>
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internal void ArmConstraintLeashAtCommittedPlacement()
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{
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EnsurePublishedForRuntimeOperation();
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RearmConstraintLeashAtCurrentPosition();
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}
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/// <summary>
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/// #167 (Campaign P P5): retail <c>SmartBox::HandleReceivedPosition</c>
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/// (0x00453fd0) "Player, teleport-newer" branch re-arms the leash
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/// immediately after <c>TeleportPlayer</c>'s teardown, anchored to the
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/// RECEIVED position (here, the body's just-snapped current position).
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/// Shared by the teleport path (after UnConstrain) and the deferred
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/// Shared by the teleport path (after UnConstrain), the deferred
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/// player-mode-entry commit path (<see cref="CommitPreparedPosition"/>),
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/// which never ran UnConstrain because nothing could have armed the
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/// leash before the controller had a <see cref="PositionManager"/>.
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/// leash before the controller had a <see cref="PositionManager"/>,
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/// and the C3c first-entry placement commit
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/// (<see cref="ArmConstraintLeashAtCommittedPlacement"/>).
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/// docs/research/2026-07-30-constraint-leash-constants.md §2/§3.2.
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/// </summary>
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private void RearmConstraintLeashAtCurrentPosition()
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@ -131,12 +131,14 @@ internal readonly record struct RuntimeLocalPlayerFirstEntryOwnershipSnapshot(
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/// <see cref="RuntimeSetPositionState.TryPrepareAuthoredMover"/> half instead
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/// and never the fused method.
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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, publication binding,
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/// PRODUCTION-DRIVEN since the C3c flip: <see cref="RuntimeEntityObjectLifetime"/>
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/// fully constructs and wires this class (construction, publication binding,
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/// retirement fan-out, bulk session-clear cleanup, ownership fold) exactly
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/// like every other owner it builds, but nothing calls
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/// <see cref="Advance"/> in production — a later slice wires a host to drive
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/// it.
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/// like every other owner it builds, and the host first-entry drive
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/// (<c>RuntimeFirstEntryDriveController</c>, pumped by the graphical
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/// hydration/frame-retry cadence and the headless spawn/position/tick
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/// cadence) calls <see cref="Advance"/> for every local-player
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/// initial-create residence.
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/// </summary>
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internal sealed class RuntimeLocalPlayerFirstEntryState
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{
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@ -14,6 +14,70 @@ public interface IRuntimeLocalPlayerMotionSource
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MotionInterpreter? Motion { get; }
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}
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/// <summary>
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/// C3c-F1 (2026-08-02): typed outcome of routing a server movement-stat
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/// recompute through the Runtime movement owner. The dropped outcomes are
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/// the J3.6 displaced-callback-rejection pattern — never an exception and
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/// never a silent void: the caller logs them under its existing
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/// diagnostics. A skill write against a dead session is meaningless by
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/// design; the next login re-derives everything from PlayerDescription.
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/// </summary>
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public enum RuntimeMovementStatsApplication
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{
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/// <summary>Applied to the live (published/standalone) controller —
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/// byte-identical to the pre-F1 direct application path.</summary>
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AppliedLive,
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/// <summary>Applied to the Runtime-owned dormant controller during the
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/// committed-but-not-yet-activated first-entry window. The same
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/// instance goes live at activation, so the values are already current
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/// when movement starts.</summary>
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AppliedDormant,
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/// <summary>No controller is installed (pre-first-entry, mid-candidate
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/// construction, or after session teardown cleared the owner).</summary>
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DroppedNoController,
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/// <summary>The skill snapshot has no authoritative run/jump values yet
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/// (PlayerDescription not processed) — same silent skip as the pre-F1
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/// path.</summary>
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DroppedIncompleteSnapshot,
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/// <summary>The installed controller is terminal (sealed, retired, or
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/// discarded): a displaced post-teardown write, reported instead of
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/// faulting the session.</summary>
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DroppedDisplacedController,
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}
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/// <summary>
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/// C3c-F1 (2026-08-02): typed outcome of routing an inbound server
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/// PhysicsState push through the local movement controller's publication
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/// lifecycle. Same displaced-callback-rejection family as
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/// <see cref="RuntimeMovementStatsApplication"/>, with one deliberate
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/// difference: the dormant window DROPS the push rather than applying it,
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/// because the activation transaction owns the dormant body's physics
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/// state exclusively (it re-reads the canonical record's FinalPhysicsState
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/// through <c>RefreshDormantRuntimePhysicsState</c> at both activation
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/// phases), and the App-side push carries that exact same unchanged record
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/// value while the accepted SetState itself is queued behind the initial
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/// residence — dropping it is value-preserving by construction.
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/// </summary>
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public enum RuntimeServerPhysicsStateApplication
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{
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/// <summary>Applied to the live (published/standalone) controller —
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/// byte-identical to the direct <c>ApplyPhysicsState</c> path.</summary>
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AppliedLive,
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/// <summary>The controller is Runtime-owned dormant: the activation
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/// pipeline is the sole authority for the dormant body's physics state
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/// and re-reads the canonical value itself.</summary>
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DroppedDormantActivationOwned,
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/// <summary>The installed controller is terminal — a displaced
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/// post-teardown push.</summary>
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DroppedDisplacedController,
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}
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/// <summary>
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/// Canonical local movement lifetime and intent owner. Graphical input,
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/// presentation, diagnostics, and future no-window hosts borrow this exact
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@ -37,7 +101,13 @@ public sealed class RuntimeLocalPlayerMovementState
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public PlayerMovementController? Controller
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{
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get => _controller;
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set
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// C3c seal: the public write escape hatch is closed. Production
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// controller installation flows only through the publication
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// lifecycle (CommitRuntimeOwnedController via
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// RuntimeLocalPlayerPhysicsPublicationState.Commit) and teardown
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// through ResetSession/Dispose/DiscardActivation. The setter stays
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// reachable for tests via InternalsVisibleTo only.
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internal set
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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if (ReferenceEquals(_controller, value))
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@ -189,6 +259,44 @@ public sealed class RuntimeLocalPlayerMovementState
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return true;
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}
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/// <summary>
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/// C3c-F1 (2026-08-02): the ONLY route by which server-authoritative
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/// movement stats (run/jump skill, burden, stamina, PK status — the
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/// exact field set of the deleted
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/// <c>RuntimeMovementSkillProjection.ApplyTo</c>) reach the local
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/// movement controller. App holds no controller reference for stat
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/// application and performs no direct configuration mutation; the
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/// owner's publication lifecycle decides whether the write lands
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/// (live/dormant) or is reported as a typed displaced drop (terminal) —
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/// the fix for the connected-gate post-logout ingest crash at
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/// <c>PlayerMovementController.EnsureConfigurationMutable</c>.
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/// Deliberately tolerant of a disposed owner: a recompute displaced
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/// past teardown observes <see cref="RuntimeMovementStatsApplication.DroppedNoController"/>
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/// instead of faulting the session.
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/// </summary>
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public RuntimeMovementStatsApplication ApplyCharacterMovementStats(
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RuntimeMovementSkillState skills)
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{
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ArgumentNullException.ThrowIfNull(skills);
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if (_controller is not { } controller)
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return RuntimeMovementStatsApplication.DroppedNoController;
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RuntimeMovementSkillSnapshot snapshot = skills.Snapshot;
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if (!snapshot.IsComplete)
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return RuntimeMovementStatsApplication.DroppedIncompleteSnapshot;
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return controller.ApplyCharacterMovementStats(snapshot);
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}
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/// <summary>
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/// C3c-F1: routes the stamina-exhaustion EVENT (retail
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/// <c>CommandInterpreter::HandleExhaustion</c>) through the owner so the
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/// App edge-tracker never touches the gated controller motion surface.
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/// Returns false when no live controller can dispatch it (absent,
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/// dormant, terminal, or disposed owner) — displaced-callback-tolerant
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/// for the same reason as <see cref="ApplyCharacterMovementStats"/>.
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/// </summary>
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public bool ReportExhaustion() =>
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_controller?.ReportExhaustionAtMovementBoundary() == true;
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/// <summary>
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/// Direct-host projection of the same combat readiness query used by the
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/// graphical attack adapter. A host without a constructed local movement
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|
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@ -278,13 +278,43 @@ internal sealed class RuntimeLocalPlayerPhysicsPublicationState : IDisposable
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getObjectA: id => _physics.TryGetPhysicsHost(id, out var host)
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? host
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: 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;
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue