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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