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
204
tests/AcDream.App.Tests/Net/LiveMovementStatsApplierTests.cs
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204
tests/AcDream.App.Tests/Net/LiveMovementStatsApplierTests.cs
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using System.Net;
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using AcDream.App.Net;
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using AcDream.Core.Chat;
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using AcDream.Core.Combat;
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using AcDream.Core.Items;
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using AcDream.Core.Net;
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using AcDream.Core.Physics;
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using AcDream.Core.Social;
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using AcDream.Runtime.Gameplay;
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using AcDream.Runtime.Session;
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namespace AcDream.App.Tests.Net;
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/// <summary>
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/// C3c-F1 (2026-08-02): the movement-stats application seam driven through
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/// the REAL inbound chain that crashed the connected lifecycle gate —
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/// <c>ClientObjectTable.Ingest</c> → <c>ObjectAdded/ObjectUpdated</c> →
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/// <c>LiveSessionEventRouter.RecomputePlayerQualities</c> →
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/// <c>OnMovementStatsUpdated</c> → <see cref="LiveMovementStatsApplier"/> →
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/// <see cref="RuntimeLocalPlayerMovementState.ApplyCharacterMovementStats"/>.
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/// </summary>
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public sealed class LiveMovementStatsApplierTests
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{
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private const uint PlayerGuid = 0x5000000Au;
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private sealed class Harness : IDisposable
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{
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public WorldSession Session { get; }
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public LiveSessionEventRouter Router { get; }
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public ClientObjectTable Objects { get; } = new();
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public RuntimeCharacterState Character { get; } = new();
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public RuntimeLocalPlayerMovementState Movement { get; } = new();
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public LiveMovementStatsApplier Applier { get; }
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public List<string> Log { get; } = [];
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public Harness()
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{
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Session = new WorldSession(new IPEndPoint(IPAddress.Loopback, 9));
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// The REAL applier the factory binds (LiveSessionRuntimeFactory
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// constructs the same class over the same owner pair) with the
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// REAL character-bindings recompute callback shape.
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Applier = new LiveMovementStatsApplier(
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Movement,
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Character.MovementSkills,
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Log.Add);
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Router = new LiveSessionEventRouter(
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Session,
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new LiveEntitySessionSink(
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_ => { }, _ => { }, _ => { }, _ => { }, _ => { }, _ => { },
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_ => { }, _ => { }, _ => { }, _ => { }, _ => { }, _ => { }),
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new LiveEnvironmentSessionSink(_ => { }, _ => { }),
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new LiveInventorySessionBindings(
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Objects,
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PlayerGuid: () => PlayerGuid,
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OnShortcuts: null,
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OnUseDone: null,
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ItemMana: new ItemManaState(),
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ExternalContainers: new ExternalContainerState()),
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new LiveCharacterSessionBindings(
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new CombatState(),
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Character,
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ResolveSkillFormulaBonus: null,
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OnSkillsUpdated: (_, _) => Applier.Apply("skills"),
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OnConfirmationRequest: null,
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OnConfirmationDone: null,
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ClientTime: () => 0d,
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OnMovementStatsUpdated: () => Applier.Apply("stats")),
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new LiveSocialSessionBindings(
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new ChatLog(),
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new TurbineChatState(),
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new FriendsState(),
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new SquelchState()));
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Router.Attach();
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}
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/// <summary>
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/// Ingests the player's own object row — the exact post-logout
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/// inbound-Create edge (<c>ApplyAcceptedSpawn</c> →
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/// <c>ClientObjectTable.Ingest</c>) that fired the crashing
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/// recompute in logs/connected-world-gate-20260802-122749.
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/// </summary>
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public void IngestPlayerRow(uint? pwdBitfield = null) =>
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Objects.Ingest(new WeenieData(
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Guid: PlayerGuid, Name: "+Acdream", Type: ItemType.Creature,
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WeenieClassId: 1u, IconId: 0, IconOverlayId: 0,
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IconUnderlayId: 0, Effects: 0,
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Value: null, StackSize: null, StackSizeMax: null, Burden: null,
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ContainerId: null, WielderId: null, ValidLocations: null,
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CurrentWieldedLocation: null, Priority: null,
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ItemsCapacity: null, ContainersCapacity: null,
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Structure: null, MaxStructure: null, Workmanship: null,
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PublicWeenieBitfield: pwdBitfield));
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public void Dispose()
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{
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Router.Dispose();
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Session.Dispose();
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Movement.Dispose();
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Character.Dispose();
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}
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}
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private static PlayerMovementController NewDormantRuntimeController()
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{
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PlayerMovementController controller =
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PlayerMovementController.CreatePublicationCandidate(
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new PhysicsEngine(),
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PlayerMovementConstructionOptions.Fallback);
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controller.SealPublicationCandidate();
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controller.CommitRuntimeOwnership(new RetailObjectQuantumClock());
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return controller;
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}
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[Fact]
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public void PostTeardownIngestRecomputeReportsTypedDropInsteadOfCrashing()
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{
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using var harness = new Harness();
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// The session's authoritative skills were complete before teardown.
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harness.Character.MovementSkills.Update(runSkill: 240, jumpSkill: 180);
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// Post-teardown transient truth: a retired controller still
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// reachable through the displaced recompute callback — the state the
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// old direct path crashed on ("A sealed, retired, or discarded
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// Runtime movement controller cannot be mutated").
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PlayerMovementController controller = NewDormantRuntimeController();
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harness.Movement.Controller = controller;
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controller.ActivateRuntimePublication();
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controller.RetireRuntimePublication();
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Assert.Throws<InvalidOperationException>(
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() => controller.SetCharacterSkills(1, 1));
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// The exact crash edge: a post-logout inbound Create's object-table
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// ingest fires the quality recompute through the real router.
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harness.IngestPlayerRow();
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Assert.Contains(
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harness.Log,
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line => line.StartsWith(
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"player: dropped displaced movement stats",
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StringComparison.Ordinal));
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Assert.DoesNotContain(
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harness.Log,
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line => line.StartsWith(
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"player: applied server movement",
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StringComparison.Ordinal));
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}
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[Fact]
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public void DormantWindowIngestRecomputeAppliesToTheControllerThatGoesLive()
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{
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using var harness = new Harness();
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harness.Character.MovementSkills.Update(runSkill: 240, jumpSkill: 180);
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harness.Character.MovementSkills.UpdateStamina(37);
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// The committed-but-unactivated first-entry window (activation
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// deferred on cell streaming) with inbound ingests still pumping.
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PlayerMovementController controller = NewDormantRuntimeController();
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harness.Movement.Controller = controller;
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Assert.True(controller.IsRuntimeOwnedDormant);
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// BF_PLAYER (0x8) + BF_PLAYER_KILLER (0x20) on the player's own row
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// exercises the full stat set through the recompute.
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harness.IngestPlayerRow(pwdBitfield: 0x28u);
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Assert.Contains(
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harness.Log,
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line => line.StartsWith(
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"player: applied server movement stats",
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StringComparison.Ordinal));
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// The same instance goes live at activation with the values already
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// current.
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controller.ActivateRuntimePublication();
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IWeenieObject weenie = controller.Motion.WeenieObj!;
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Assert.True(weenie.InqRunRate(out float runRate));
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Assert.True(runRate > 0f);
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Assert.Equal(
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ObjectInfoState.IsPK,
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controller.OwnPvpFlags & ObjectInfoState.IsPK);
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}
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[Fact]
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public void AbsentControllerAndIncompleteSnapshotStaySilent()
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{
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using var harness = new Harness();
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// Incomplete snapshot (no PlayerDescription yet) with no controller:
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// byte-identical to the pre-F1 silent skip — no log line at all.
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harness.IngestPlayerRow();
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Assert.DoesNotContain(
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harness.Log,
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line => line.StartsWith("player:", StringComparison.Ordinal));
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// Complete snapshot but still no controller (pre-first-entry):
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// still the silent skip.
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harness.Character.MovementSkills.Update(runSkill: 240, jumpSkill: 180);
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Assert.Equal(
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RuntimeMovementStatsApplication.DroppedNoController,
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harness.Applier.Apply("stats"));
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Assert.DoesNotContain(
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harness.Log,
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line => line.StartsWith("player:", StringComparison.Ordinal));
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}
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}
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@ -257,7 +257,12 @@ public sealed class LiveSessionResetPlanTests
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spatial,
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new FailingOnceResources(),
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runtime.EntityObjects);
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live.RegisterLiveEntity(Spawn(player, 1, 1, 0x01010001u));
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// C3c: this GameRuntime has no session, so its generation is zero and
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// residence-based registration (RegisterLiveEntity) correctly refuses
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// an initial world Create. The subject here is reset/teardown retry,
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// not the create flow — seed the entity through the legacy direct
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// Runtime registration, which needs no residence lease.
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runtime.EntityObjects.RegisterEntity(Spawn(player, 1, 1, 0x01010001u));
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live.MaterializeLiveEntity(
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player,
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0x01010001u,
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