feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8)

Campaign P remaining-physics-divergence, placement cutover slice C3c
(docs/plans/2026-08-02-placement-cutover.md). Both production hosts now
register every initial Create through the residence + continuation-
executor + first-entry-conductor machinery (C0-C3b):

- Graphical (route 1): RegisterEntityWithInitialResidence at Create; the
  shared RuntimeFirstEntryDriveController pumps both conductors from the
  placement-receipt flow; MaterializeProjection and RebucketLiveEntity
  are presentation-only while a residence is ACTIVE (ExecutorCompleted is
  the presentation-binding receipt); post-residence entities take the
  full legacy path including the prepare_to_enter_world clock edges.
  PlayerModeController attaches presentation to the Runtime-published
  controller; its legacy resolve/step-heights/host-construction path is
  deleted; presentation-only rollback (retail has no entry-flow rollback).
- Headless (route 8): OnSpawned registers with residence when a drive
  exists; content-less sessions keep the pre-flip direct registration;
  SynchronizeLocalPlayer/CreateController/ApplySetupStepHeights deleted;
  prepared-collision read failure is a typed AwaitingCollisionSource
  retry; far remotes outside the service window complete celless.
- RuntimeLocalPlayerMovementState.Controller setter sealed internal; all
  controller mutation flows through the publication lifecycle.

Fix slices landed within this cutover, each dual-gated:
- F1: live movement-stat/server-physics application routed through the
  Runtime ownership seam (post-logout ingest crash on the retired
  controller eliminated; RuntimeMovementSkillProjection deleted).
- F2: login activation wedge - collision-admission prefix gate factored
  out of the seal (reentrant-commit RejectedAuthority), rearm generation
  identity corrected, PlayerModeAutoEntry requires the Runtime-published
  controller (world reveal can no longer seal unmaterialized).
- F3: landblock-prefix 0-sentinel replaced by explicit absent-id guards;
  map-corner landblocks (grid row/col 0) fully legal through admission,
  park/rearm/retire, quiescence, and outdoor shadow seeds.
- F5: local-player first-entry ground contact seeded by the shared
  SpawnPlacementSettler (moved App->Core) at FinalizeActivation - the
  retail first-gravity-frame touch (enter_world 0x00516170 carries no
  seed); the legacy unconditional force-seed is overwritten by a real
  floor-found contact; airborne spawns stay airborne; outbound contact
  bit verified end-to-end. Fixes the standing-cast 'You can't do that
  while in the air!' rejections.
- R1 (dual-review round): login constraint leash armed at the committed
  placement (HandleReceivedPosition 0x00453FD0 analog); register rows
  AD-61 (settle-timing compression now covering the local player) and
  AD-42 (repointed off the deleted resolve split) in this commit;
  residence-conversion owner API; wire-landblock guards; drive-pending
  ledger in IsConverged; route attach/detach latch; executor-drain drift
  model documented + source-pinned.

Gates: Runtime 1,003, App 4,039/3 skips, Headless 79, complete solution
10,816/0 failed/4 skips (Release, -m:1); connected lifecycle/reconnect
gate PASS (logs/connected-world-gate-20260802-175401; graceful exits,
world-visible, zero airborne rejections). The nine-stop soak remains red
for the pre-existing 6b28ff99 whole-world collision-clone throughput
regression (attributed with evidence; scheduled as its own slice before
C5). Dual Opus reviews (retail-conformance + adversarial): delta PASS.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-02 18:10:33 +02:00
parent 78f1eb1896
commit 529e0e9d88
68 changed files with 5977 additions and 831 deletions

View file

@ -368,6 +368,38 @@ public sealed class PlayerMovementController
_body.calc_acceleration();
}
/// <summary>
/// C3c-F1 (2026-08-02): the lifecycle-deciding inbound-SetState entry
/// for the local player. Live states apply the exact
/// <see cref="ApplyPhysicsState"/> body; the dormant window drops the
/// push because the activation transaction owns the dormant body's
/// physics state exclusively (<see cref="RefreshDormantRuntimePhysicsState"/>
/// re-reads the canonical record's FinalPhysicsState at both activation
/// phases, and while the accepted SetState is queued behind the initial
/// residence the App-side push carries that same unchanged record value
/// — the drop is value-preserving by construction); terminal states are
/// displaced pushes (J3.6 displaced-callback-rejection), never a fault.
/// </summary>
internal RuntimeServerPhysicsStateApplication ApplyServerPhysicsState(
PhysicsStateFlags state)
{
switch (_publicationLifecycle)
{
case PlayerMovementControllerPublicationLifecycle.StandalonePublished:
case PlayerMovementControllerPublicationLifecycle.CandidatePreparing:
case PlayerMovementControllerPublicationLifecycle.RuntimePublished:
_body.State = state;
_body.calc_acceleration();
return RuntimeServerPhysicsStateApplication.AppliedLive;
case PlayerMovementControllerPublicationLifecycle.RuntimeOwnedDormant:
return RuntimeServerPhysicsStateApplication
.DroppedDormantActivationOwned;
default:
return RuntimeServerPhysicsStateApplication
.DroppedDisplacedController;
}
}
public bool IsAirborne => !_body.OnWalkable;
/// <summary>
@ -1292,6 +1324,114 @@ public sealed class PlayerMovementController
lastPkAttackTimestamp);
}
/// <summary>
/// C3c-F1 (2026-08-02): the lifecycle-deciding half of the Runtime
/// movement-stats application seam
/// (<see cref="RuntimeLocalPlayerMovementState.ApplyCharacterMovementStats"/>).
/// The publication owner — not any App caller — decides whether a
/// server stat recompute may land:
/// <list type="bullet">
/// <item><see cref="PlayerMovementControllerPublicationLifecycle.StandalonePublished"/>,
/// <see cref="PlayerMovementControllerPublicationLifecycle.CandidatePreparing"/>, and
/// <see cref="PlayerMovementControllerPublicationLifecycle.RuntimePublished"/>
/// apply immediately — byte-identical to the deleted
/// <c>RuntimeMovementSkillProjection.ApplyTo</c> direct path.</item>
/// <item><see cref="PlayerMovementControllerPublicationLifecycle.RuntimeOwnedDormant"/>
/// ALSO applies immediately: the dormant window (publication committed,
/// activation deferred on cell streaming —
/// <c>RuntimeLocalPlayerFirstEntryState.AdvanceCore</c>'s
/// AwaitingActivation loop) spans inbound pumps, and this exact instance
/// is the controller that <c>ActivateRuntimePublication</c> later makes
/// live, so the write must land here (same discipline as
/// <see cref="RefreshDormantRuntimePhysicsState"/> /
/// <see cref="RefreshDormantRuntimeVector"/>: accepted server facts
/// arriving mid-dormancy land on the dormant owner). These writes touch
/// only <see cref="PlayerWeenie"/> fields and the mover-flag latch —
/// no body/world/currency state the activation envelope validates.</item>
/// <item><see cref="PlayerMovementControllerPublicationLifecycle.CandidateSealed"/>,
/// <see cref="PlayerMovementControllerPublicationLifecycle.RuntimeRetired"/>, and
/// <see cref="PlayerMovementControllerPublicationLifecycle.Discarded"/>
/// report the typed displaced-write outcome (J3.6
/// displaced-callback-rejection): a stat write against a terminal
/// controller is meaningless by design — the next login re-derives from
/// PlayerDescription. A sealed candidate is additionally unreachable
/// through the seam in production: it is never installed into
/// <see cref="RuntimeLocalPlayerMovementState"/> (Prepare requires the
/// movement owner empty and Commit installs it already-dormant in the
/// same synchronous Advance step).</item>
/// </list>
/// </summary>
internal RuntimeMovementStatsApplication ApplyCharacterMovementStats(
in RuntimeMovementSkillSnapshot snapshot)
{
switch (_publicationLifecycle)
{
case PlayerMovementControllerPublicationLifecycle.StandalonePublished:
case PlayerMovementControllerPublicationLifecycle.CandidatePreparing:
case PlayerMovementControllerPublicationLifecycle.RuntimePublished:
ApplyCharacterMovementStatsCore(snapshot);
return RuntimeMovementStatsApplication.AppliedLive;
case PlayerMovementControllerPublicationLifecycle.RuntimeOwnedDormant:
ApplyCharacterMovementStatsCore(snapshot);
return RuntimeMovementStatsApplication.AppliedDormant;
default:
return RuntimeMovementStatsApplication.DroppedDisplacedController;
}
}
/// <summary>
/// The exact application body of the deleted
/// <c>RuntimeMovementSkillProjection.ApplyTo</c> (same fields, same
/// order, same conversions) — moved behind the lifecycle switch so the
/// dormant window can share it without routing through the
/// <see cref="EnsureConfigurationMutable"/>-gated public setters.
/// Campaign P Slice P1 (2026-07-30): burden/stamina ride the SAME seam
/// run/jump skill already used — see the pseudocode doc §9. 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 <c>EntityCollisionFlagsExt.ToMoverState</c> and
/// <c>PlayerWeenie.JumpStaminaCost</c>.
/// </summary>
private void ApplyCharacterMovementStatsCore(
in RuntimeMovementSkillSnapshot snapshot)
{
_weenie.SetSkills(snapshot.RunSkill, snapshot.JumpSkill);
_weenie.SetBurden(snapshot.Burden);
_weenie.SetStamina(
snapshot.CurrentStamina < 0 ? null : (uint)snapshot.CurrentStamina);
_ownPvpFlags = EntityCollisionFlagsExt
.FromPwdBitfield(snapshot.OwnPwdBitfield)
.ToMoverState();
_weenie.SetPlayerKillerStatus(
snapshot.PlayerKillerStatus < 0 ? null : snapshot.PlayerKillerStatus,
snapshot.LastPkAttackTimestamp);
}
/// <summary>
/// C3c-F1: the stamina-exhaustion EVENT dispatch
/// (retail <c>CommandInterpreter::HandleExhaustion</c> @ 0x006b3c70 →
/// <c>CPhysicsObj::report_exhaustion</c>), routed through the owner so
/// App never touches the gated <see cref="Motion"/> surface. Fires only
/// on a live controller: a dormant owner has no in-flight movement to
/// re-dispatch (retail's handler is a no-op for a player not in world;
/// activation dispatches movement fresh from the already-current
/// <see cref="PlayerWeenie"/> stamina gate), and a terminal owner is a
/// displaced callback.
/// </summary>
internal bool ReportExhaustionAtMovementBoundary()
{
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()

View file

@ -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
{

View file

@ -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

View file

@ -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 &amp;&amp; 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) =>

View file

@ -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;
}
}