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
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commit
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68 changed files with 5977 additions and 831 deletions
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@ -740,16 +740,22 @@ public sealed class UpdateFrameOrchestratorTests
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"AcDream.App",
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"Input",
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"PlayerModeController.cs"));
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// C3c (clause 4 — sealed-setter lifecycle routing): the movement
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// controller, physics body, host, and committed placement are
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// Runtime-owned, published by the first-entry conductor's
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// publication transaction. Player-mode entry attaches presentation
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// only: it gates on the Runtime-published controller, then wires
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// camera -> shadow -> host slot -> mode flag. The old pinned
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// markers (PreparePositionForCommit / InstallOrRebind /
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// CommitPreparedPosition / `_controllerSlot.Controller =`) were
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// exactly the App-side controller construction+commit this flip
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// deleted.
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AssertAppearsInOrder(
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playerModeSource,
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"controller.PreparePositionForCommit(",
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"controller.IsRuntimePublished",
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"_camera.EnterChaseMode(legacyCamera, retailCamera);",
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"EntityPhysicsHostComposition.SelectStableHostWithoutRebind(",
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"_shadow.SyncPose(",
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"EntityPhysicsHostComposition.InstallOrRebind(",
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"playerEntity.SetPosition(initial.Position);",
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"controller.CommitPreparedPosition();",
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"_controllerSlot.Controller = controller;",
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"_hostSlot.Host = playerHost;",
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"_mode.IsPlayerMode = true;");
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Assert.Contains("_shadow.Restore(playerEntity, priorShadow);", playerModeSource,
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StringComparison.Ordinal);
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