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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@ -104,18 +104,13 @@ public sealed class RuntimeLocalPlayerFirstEntryStateTests
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Assert.Equal(RuntimeLocalPlayerFirstEntryStatus.AwaitingActivation, second);
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Assert.Equal(1, fixture.Publication.CaptureOwnership().PendingActivationCount);
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const ulong generation = 1UL;
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fixture.Lifetime.Physics.SetPosition.BeginCollisionGeneration(
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Cell & 0xFFFF0000u, generation);
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fixture.Lifetime.Physics.Engine.AddLandblock(
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Cell & 0xFFFF0000u,
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new TerrainSurface(new byte[81], new float[256]),
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Array.Empty<CellSurface>(),
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Array.Empty<PortalPlane>(),
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worldOffsetX: 0f,
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worldOffsetY: 0f);
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fixture.Lifetime.Physics.SetPosition.CommitCollisionGeneration(
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Cell & 0xFFFF0000u, generation, ready: true);
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// C3c-F2: the wake goes through the SAME owner production uses (the
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// collision admission ledger). Driving the SetPosition seam directly
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// leaves that ledger empty — a state production can never be in, and
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// the reason this very test did not catch the login activation wedge.
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CommitProductionCollisionGeneration(
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fixture.Lifetime.Physics,
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Cell & 0xFFFF0000u);
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Assert.Equal(RuntimeLocalPlayerFirstEntryStatus.Completed,
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fixture.Advance(out RuntimeInitialCreateExecutionReceipt receipt));
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@ -603,18 +598,9 @@ public sealed class RuntimeLocalPlayerFirstEntryStateTests
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// AwaitingActivation retry test does.
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Assert.Equal(RuntimeLocalPlayerFirstEntryStatus.AwaitingActivation,
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fixture.Advance(out _));
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const ulong generation = 1UL;
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fixture.Lifetime.Physics.SetPosition.BeginCollisionGeneration(
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Cell & 0xFFFF0000u, generation);
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fixture.Lifetime.Physics.Engine.AddLandblock(
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Cell & 0xFFFF0000u,
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new TerrainSurface(new byte[81], new float[256]),
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Array.Empty<CellSurface>(),
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Array.Empty<PortalPlane>(),
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worldOffsetX: 0f,
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worldOffsetY: 0f);
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fixture.Lifetime.Physics.SetPosition.CommitCollisionGeneration(
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Cell & 0xFFFF0000u, generation, ready: true);
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CommitProductionCollisionGeneration(
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fixture.Lifetime.Physics,
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Cell & 0xFFFF0000u);
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RuntimeLocalPlayerFirstEntryStatus status = fixture.Advance(
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out RuntimeInitialCreateExecutionReceipt receipt);
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@ -631,6 +617,63 @@ public sealed class RuntimeLocalPlayerFirstEntryStateTests
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// Helpers
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// ---------------------------------------------------------------
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/// <summary>
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/// C3c-F2: publishes one landblock collision generation through the exact
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/// production owner chain — BeginCollisionAdmission -> prepare -> stage ->
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/// CommitCollisionGeneration — so a parked local-player activation wakes
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/// the way it does live, with RuntimePhysicsState's admission ledger
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/// populated and then retired.
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/// </summary>
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private static void CommitProductionCollisionGeneration(
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RuntimePhysicsState physics,
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uint landblockId)
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{
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RuntimeCollisionAdmission admission =
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physics.BeginCollisionAdmission(landblockId);
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using PreparedLandblockCollisionGeneration prepared =
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physics.PrepareCollisionGeneration(admission);
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physics.StageCollisionAssets(
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admission,
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prepared,
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new RuntimeLandblockCollisionAssets(
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landblockId,
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new TerrainSurface(new byte[81], new float[256]),
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Array.Empty<CellSurface>(),
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Array.Empty<PortalPlane>(),
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0f,
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0f,
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0u));
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for (int poll = 0; poll < 10_000; poll++)
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{
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while (physics.SetPosition.TryPeekProjection(
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out RuntimePlacementProjectionSnapshot projection))
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{
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Assert.True(physics.SetPosition.AcknowledgeProjection(
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projection.Token));
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}
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while (!physics.AdvanceCollisionRetainedOwnerCapture(
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admission,
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prepared).Completed)
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{
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}
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foreach (uint ownerId in prepared.RetainedOwnerIds)
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physics.RefreshCollisionRetainedOwner(admission, prepared, ownerId);
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RuntimeCollisionSealStep seal;
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do
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{
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seal = physics.AdvanceCollisionGenerationSeal(admission, prepared);
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}
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while (!seal.Completed && !seal.Restarted);
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if (!seal.Completed)
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continue;
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if (physics.CommitCollisionGeneration(admission, prepared).Completed)
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return;
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}
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throw new InvalidOperationException(
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"Collision generation did not complete its Runtime mutation transaction.");
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}
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private static (RuntimeEntityRecord Record, RuntimePlacementProjectionToken Token)
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BeginPendingOrdinaryPlacement(Fixture fixture, uint guid)
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{
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