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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@ -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,
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handleUpdateTarget: movement.HandleUpdateTarget,
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// C3c: the [autowalk-target]/[autowalk-end] probes moved here
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// with controller construction (previously App-side in
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// PlayerModeController.BuildControllerAndCamera); they stay on
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// the PhysicsDiagnostics owner exactly as before.
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handleUpdateTarget: info =>
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{
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if (PhysicsDiagnostics.ProbeAutoWalkEnabled)
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{
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Console.WriteLine(
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$"[autowalk-target] object=0x{info.ObjectId:X8} "
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+ $"status={info.Status} context={info.ContextId} "
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+ $"target=({info.TargetPosition.Frame.Origin.X:F2},"
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+ $"{info.TargetPosition.Frame.Origin.Y:F2},"
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+ $"{info.TargetPosition.Frame.Origin.Z:F2})");
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}
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movement.HandleUpdateTarget(info);
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},
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interruptCurrentMovement: () =>
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movement.CancelMoveTo(WeenieError.ActionCancelled));
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{
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if (PhysicsDiagnostics.ProbeAutoWalkEnabled
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&& movement.IsMovingTo())
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{
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Console.WriteLine("[autowalk-end] reason=interrupt");
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}
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movement.CancelMoveTo(WeenieError.ActionCancelled);
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});
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movement.MakeMoveToManager();
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motion.UnstickFromObject = physicsHost.PositionManager.UnStick;
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motion.InterruptCurrentMovement = () =>
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{
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if (PhysicsDiagnostics.ProbeAutoWalkEnabled
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&& movement.IsMovingTo())
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{
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Console.WriteLine("[autowalk-end] reason=interrupt");
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}
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movement.CancelMoveTo(WeenieError.ActionCancelled);
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};
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controller.PositionManager = physicsHost.PositionManager;
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// This checkpoint publishes ownership only. The subsequent canonical
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// SetPosition transaction is the sole authority which may enter the
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@ -687,11 +717,106 @@ internal sealed class RuntimeLocalPlayerPhysicsPublicationState : IDisposable
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_physics.SetPosition.DispatchDormantLocalActivationShadow(committed);
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if (!IsCommittedActivationSuffixCurrent(activation, committed))
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return committed.Status;
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ArmFirstEntryConstraintLeash(activation);
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SettleFirstEntryGroundContact(activation);
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_physics.SetPosition.DispatchDormantLocalActivationPlacement(committed);
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projection = committed.Projection.Token;
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return committed.Status;
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}
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/// <summary>
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/// C3c-R1: the login-entry constraint-leash arm the flip deleted with
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/// the App-side <c>CommitPreparedPosition</c> caller. Ordering, with
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/// file:line justification:
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/// <list type="bullet">
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/// <item>NOT at <c>Prepare</c> — <c>PreparePositionForCommit</c> (:219)
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/// runs with <c>publishSharedState: false</c> and the controller's
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/// <c>PositionManager</c> binds only later at :318, so the leash cannot
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/// exist there (nor should it: the position is not accepted yet).</item>
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/// <item>NOT at publication <c>Commit</c> — the activation's placement
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/// evaluation (retail find-placement ring search) may still move or
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/// reject the position.</item>
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/// <item>HERE, after <c>TryApplyDormantLocalActivationFinalCommit</c>
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/// (RuntimeSetPositionState.cs:2494-2516 commits the final cell,
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/// activates the controller, and publishes the shared current cell) and
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/// inside the same <c>IsCommittedActivationSuffixCurrent</c> gate the
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/// settle uses — a stale suffix skips the arm exactly like the settle
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/// (never armed on stale authority).</item>
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/// <item>BEFORE <see cref="SettleFirstEntryGroundContact"/> — retail
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/// arms anchored to the RECEIVED position
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/// (<c>SmartBox::HandleReceivedPosition</c> 0x00453FD0) and only then
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/// simulates the first gravity frame, which the settle compresses; the
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/// anchor is therefore the committed placement, not the post-settle
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/// pose.</item>
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/// <item>Exactly once — <c>_activation</c> is nulled at :716 before
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/// this suffix, so a resumed <c>AwaitingFinalShadowPreparation</c>
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/// retry can never re-enter it after a successful final commit.</item>
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/// </list>
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/// </summary>
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private void ArmFirstEntryConstraintLeash(Activation activation)
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{
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// Same containment as the settle below: the placement commit has
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// already succeeded; a leash-arm failure must not unwind the suffix.
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try
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{
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activation.Controller.ArmConstraintLeashAtCommittedPlacement();
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}
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catch
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{
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_activationDispatchFailureCount++;
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}
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}
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/// <summary>
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/// C3c-F5: retail seeds the LOCAL player's ground contact from the first
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/// gravity frame after <c>enter_world</c>, never from the placement
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/// itself — <c>SmartBox::HandleCreateObject</c> (0x00454C80) runs
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/// <c>init_player</c> (0x00455010) then <c>CPhysicsObj::enter_world</c>
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/// (0x00455095 → 0x00516170), whose <c>SetPosition</c> validates the
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/// spot but records no touch and whose tail only sets ACTIVE (0x80).
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/// Every retail CPhysicsObj then simulates, falls the few centimetres
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/// onto the floor, and the transition's touch grants the contact plane
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/// + CONTACT/ON_WALKABLE. The dormant activation's just-finished commit
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/// is the faithful SetPosition port, so a fresh login body would start
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/// airborne here; this compresses the settle exactly like the #270
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/// remote-spawn seed (the shared <see cref="SpawnPlacementSettler"/>):
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/// a short downward sweep whose real touch produces the state retail's
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/// first frame would. No floor within reach (a genuine airborne spawn)
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/// leaves the body airborne — the ordinary per-tick gravity fall owns
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/// it from there. The body transients this commits ARE the controller's
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/// grounded state (<c>PlayerMovementController.CanSendPositionEvent</c>
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/// reads <c>InContact && OnWalkable</c> off the same body) and
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/// the outbound wire contact bit (<c>LocalPlayerOutboundController</c>
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/// serializes that predicate) — the flag ACE's "You can't do that while
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/// in the air!" gate reads.
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/// </summary>
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private void SettleFirstEntryGroundContact(Activation activation)
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{
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// Same post-commit callback-dispatch containment as the ground-edge
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// dispatch in CommitActivation: the placement commit has already
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// succeeded; a HitGround-side failure must not unwind the suffix.
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try
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{
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_ = SpawnPlacementSettler.TrySettle(
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_physics.Engine,
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activation.Body,
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activation.Body.Position,
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activation.Body.CellPosition.ObjCellId,
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activation.ActivationPreparation.Radius,
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activation.ActivationPreparation.Height,
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ObjectInfoState.IsPlayer
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| ObjectInfoState.EdgeSlide
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| activation.Controller.OwnPvpFlags,
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activation.Controller.LocalEntityId,
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activation.Movement.HitGround,
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activation.Motion.LeaveGround);
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}
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catch
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{
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_activationDispatchFailureCount++;
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}
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}
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private bool IsActivationPrephaseEnvelopeCurrent(
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Activation activation,
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in RuntimeDormantSetPositionCommitReceipt receipt) =>
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