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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@ -198,6 +198,175 @@ public sealed class RuntimeLocalPlayerPhysicsPublicationStateTests
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Assert.True(body.InWorld);
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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> (SmartBox::HandleCreateObject
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/// 0x00454C80 → init_player 0x00455010 → CPhysicsObj::enter_world
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/// 0x00516170; SetPosition records no touch), which the activation
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/// compresses through the shared #270 settle sweep. Spawn (1,2,3) with a
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/// flat floor at 2.7 — feet 0.3 m above it, inside the 0.5 m settle
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/// reach — and the production human bottom-sphere origin (0.475) so the
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/// authored placement itself stands clear of the floor.
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/// </summary>
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[Fact]
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public void CommitActivationOnFlatGroundSeedsRetailFirstGravityFrameContact()
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{
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using var fixture = new Fixture(
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residentWorld: true,
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terrainHeight: 2.7f,
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moverSphereOriginZ: 0.475f);
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Assert.Equal(RuntimeLocalPlayerPhysicsPublicationStatus.Committed,
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fixture.Owner.Commit(
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fixture.Prepare(),
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out RuntimeLocalPlayerPhysicsActivationToken token));
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Assert.Equal(RuntimeLocalPlayerPhysicsActivationStatus.Evaluated,
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fixture.Owner.EvaluateActivation(token, out var evaluation));
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Assert.Equal(RuntimeDormantSetPositionCommitStatus.Committed,
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fixture.Owner.CommitActivation(evaluation, out _));
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PhysicsBody body = Assert.IsType<PhysicsBody>(fixture.Record.PhysicsBody);
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Assert.True(body.InWorld);
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Assert.True(body.InContact);
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Assert.True(body.OnWalkable);
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Assert.True(body.ContactPlaneValid);
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Assert.True(body.ContactPlane.Normal.Z > 0.9f);
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// The settle snapped the feet onto the floor, exactly like retail's
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// first gravity frame.
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Assert.InRange(body.Position.Z, 2.65f, 2.76f);
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PlayerMovementController controller =
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Assert.IsType<PlayerMovementController>(
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fixture.Movement.Controller);
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// The exact outbound predicate LocalPlayerOutboundController
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// serializes as the wire contact bit (InContact && OnWalkable).
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Assert.True(controller.CanSendPositionEvent);
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Assert.True(controller.CaptureMovementResult(
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mouseLookEvent: false).IsOnGround);
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}
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/// <summary>
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/// C3c-F5 counterpart: a spawn with no floor within the settle's reach
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/// (flat terrain at 0, feet at 3) must stay genuinely airborne — the
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/// seed only ever commits contact the sweep actually found, exactly
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/// like retail's fall after enter_world.
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/// </summary>
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[Fact]
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public void CommitActivationOverVoidLeavesFirstEntryGenuinelyAirborne()
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{
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using var fixture = new Fixture(
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residentWorld: true,
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moverSphereOriginZ: 0.475f);
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Assert.Equal(RuntimeLocalPlayerPhysicsPublicationStatus.Committed,
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fixture.Owner.Commit(
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fixture.Prepare(),
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out RuntimeLocalPlayerPhysicsActivationToken token));
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Assert.Equal(RuntimeLocalPlayerPhysicsActivationStatus.Evaluated,
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fixture.Owner.EvaluateActivation(token, out var evaluation));
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Assert.Equal(RuntimeDormantSetPositionCommitStatus.Committed,
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fixture.Owner.CommitActivation(evaluation, out _));
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PhysicsBody body = Assert.IsType<PhysicsBody>(fixture.Record.PhysicsBody);
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Assert.True(body.InWorld);
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Assert.False(body.InContact);
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Assert.False(body.OnWalkable);
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Assert.False(body.ContactPlaneValid);
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Assert.Equal(3f, body.Position.Z);
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PlayerMovementController controller =
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Assert.IsType<PlayerMovementController>(
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fixture.Movement.Controller);
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Assert.False(controller.CanSendPositionEvent);
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Assert.False(controller.CaptureMovementResult(
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mouseLookEvent: false).IsOnGround);
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}
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/// <summary>
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/// C3c-R1 review R1: the login constraint leash. Retail arms the leash
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/// at every accepted-position event (SmartBox::HandleReceivedPosition
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/// 0x00453FD0); the flip deleted the App-side login arm
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/// (CommitPreparedPosition), so the dormant activation's final commit
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/// must arm it — anchored at the committed placement (already
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/// floor-snapped by the faithful placement transaction), before the
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/// compressed first-gravity-frame settle runs, exactly like retail arms
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/// at the received position and only then simulates the first frame.
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/// </summary>
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[Fact]
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public void CommitActivationArmsTheLoginConstraintLeashAtTheCommittedPlacement()
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{
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using var fixture = new Fixture(
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residentWorld: true,
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terrainHeight: 2.7f,
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moverSphereOriginZ: 0.475f);
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Assert.Equal(RuntimeLocalPlayerPhysicsPublicationStatus.Committed,
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fixture.Owner.Commit(
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fixture.Prepare(),
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out RuntimeLocalPlayerPhysicsActivationToken token));
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Assert.Equal(RuntimeLocalPlayerPhysicsActivationStatus.Evaluated,
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fixture.Owner.EvaluateActivation(token, out var evaluation));
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Assert.Equal(RuntimeDormantSetPositionCommitStatus.Committed,
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fixture.Owner.CommitActivation(evaluation, out _));
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PlayerMovementController controller =
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Assert.IsType<PlayerMovementController>(
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fixture.Movement.Controller);
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ConstraintManager? constraint =
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controller.PositionManager?.Constraint;
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Assert.NotNull(constraint);
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Assert.True(constraint!.IsConstrained);
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// The anchor cell is the placement's committed containing cell.
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Assert.Equal(
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controller.PhysicsBody.CellPosition.ObjCellId,
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constraint.ConstraintPos.ObjCellId);
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// Anchored at the committed (floor-snapped) placement pose.
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Assert.InRange(
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constraint.ConstraintPos.Frame.Origin.Z, 2.65f, 2.76f);
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Assert.InRange(
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controller.PhysicsBody.Position.Z, 2.65f, 2.76f);
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Assert.Equal(
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ConstraintDistance.GetStartConstraintDistance(
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constraint.ConstraintPos.ObjCellId),
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constraint.ConstraintDistanceStart);
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Assert.Equal(
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ConstraintDistance.GetMaxConstraintDistance(
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constraint.ConstraintPos.ObjCellId),
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constraint.ConstraintDistanceMax);
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}
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/// <summary>
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/// C3c-R1 review R1: the arm is exactly-once — the successful final
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/// commit nulls the activation envelope, so a stale CommitActivation
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/// retry is RejectedAuthority and can never re-arm the leash.
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/// </summary>
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[Fact]
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public void CommitActivationNeverRearmsTheLeashOnAStaleRetry()
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{
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using var fixture = new Fixture(
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residentWorld: true,
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terrainHeight: 2.7f,
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moverSphereOriginZ: 0.475f);
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Assert.Equal(RuntimeLocalPlayerPhysicsPublicationStatus.Committed,
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fixture.Owner.Commit(
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fixture.Prepare(),
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out RuntimeLocalPlayerPhysicsActivationToken token));
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Assert.Equal(RuntimeLocalPlayerPhysicsActivationStatus.Evaluated,
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fixture.Owner.EvaluateActivation(token, out var evaluation));
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Assert.Equal(RuntimeDormantSetPositionCommitStatus.Committed,
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fixture.Owner.CommitActivation(evaluation, out _));
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PlayerMovementController controller =
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Assert.IsType<PlayerMovementController>(
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fixture.Movement.Controller);
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Assert.True(
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controller.PositionManager!.Constraint!.IsConstrained);
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controller.PositionManager.UnConstrain();
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Assert.Equal(RuntimeDormantSetPositionCommitStatus.RejectedAuthority,
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fixture.Owner.CommitActivation(evaluation, out _));
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Assert.False(
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controller.PositionManager.Constraint.IsConstrained);
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}
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[Fact]
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public void DeferredActivationEvaluationLeavesExactOwnedGraphDormantAndRetryable()
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{
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@ -356,10 +525,117 @@ public sealed class RuntimeLocalPlayerPhysicsPublicationStateTests
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Assert.Equal(1, fixture.Owner.CaptureOwnership()
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.PendingActivationCount);
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const ulong generation = 1UL;
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fixture.Lifetime.Physics.SetPosition.BeginCollisionGeneration(
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Cell & 0xFFFF0000u,
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generation);
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// C3c-F2: the wake is driven through the SAME owner production uses
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// (RuntimePhysicsState's collision admission), not through the raw
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// SetPosition seam. Driving SetPosition directly leaves the admission
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// ledger empty, which is a state production can never be in and which
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// hid the login rearm wedge this test is supposed to cover.
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CommitProductionCollisionGeneration(fixture, Cell & 0xFFFF0000u);
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Assert.Equal(RuntimeLocalPlayerPhysicsActivationStatus.Evaluated,
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fixture.Owner.EvaluateActivation(token, out var ready));
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Assert.Equal(RuntimeDormantSetPositionCommitStatus.Committed,
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fixture.Owner.CommitActivation(ready, out var projection));
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Assert.True(projection.IsValid);
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Assert.True(fixture.Record.PhysicsBody!.InWorld);
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Assert.Equal(0, fixture.Owner.CaptureOwnership()
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.PendingActivationCount);
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}
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[Fact]
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public void DeferredCommitRearmsAfterProductionAdmissionCommitsItsGeneration()
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{
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// C3c-F2 regression (the connected-gate login wedge). The sibling
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// test above wakes the parked lease by calling BeginCollisionGeneration
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// / CommitCollisionGeneration DIRECTLY on the SetPosition state, which
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// leaves RuntimePhysicsState's admission ledger empty. PRODUCTION
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// always wakes through BeginCollisionAdmission -> stage ->
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// CommitCollisionGeneration, and that path retires the admission the
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// instant the generation commits — after which
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// ExpectedCollisionGeneration names the NEXT, never-begun generation.
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// The rearm must key off the generation the collision world now HOLDS.
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using var fixture = new Fixture();
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Assert.Equal(RuntimeLocalPlayerPhysicsPublicationStatus.Committed,
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fixture.Owner.Commit(
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fixture.Prepare(),
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out RuntimeLocalPlayerPhysicsActivationToken token));
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Assert.Equal(RuntimeLocalPlayerPhysicsActivationStatus.DeferredCell,
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fixture.Owner.EvaluateActivation(token, out var deferred));
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Assert.Equal(RuntimeDormantSetPositionCommitStatus.DeferredCell,
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fixture.Owner.CommitActivation(deferred, out var noProjection));
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Assert.False(noProjection.IsValid);
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Assert.False(fixture.Record.PhysicsBody!.InWorld);
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Assert.False(fixture.Movement.Controller!.IsRuntimePublished);
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Assert.Equal(1, fixture.Owner.CaptureOwnership()
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.PendingActivationCount);
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RuntimeCollisionAdmission admission = fixture.Lifetime.Physics
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.BeginCollisionAdmission(Cell & 0xFFFF0000u);
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// While the destination admission is in flight the lease must simply
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// keep waiting — never a rejection, never an early rearm.
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Assert.Equal(RuntimeLocalPlayerPhysicsActivationStatus.DeferredCell,
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fixture.Owner.EvaluateActivation(token, out var waiting));
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Assert.False(waiting.IsValid);
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using PreparedLandblockCollisionGeneration prepared = fixture
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.Lifetime.Physics.PrepareCollisionGeneration(admission);
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fixture.Lifetime.Physics.StageCollisionAssets(
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admission,
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prepared,
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CollisionAssets(Cell & 0xFFFF0000u));
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Assert.True(CommitPrepared(
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fixture.Lifetime.Physics,
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admission,
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prepared).Committed);
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// The exact divergence this test pins: the committed authority is the
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// generation the lease parked on; "expected" has already moved past it.
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Assert.Equal(
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admission.Generation,
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fixture.Lifetime.Physics.CollisionGenerationAuthority(Cell));
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Assert.NotEqual(
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admission.Generation,
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fixture.Lifetime.Physics.ExpectedCollisionGeneration(Cell));
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Assert.Equal(RuntimeLocalPlayerPhysicsActivationStatus.Evaluated,
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fixture.Owner.EvaluateActivation(token, out var ready));
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Assert.Equal(RuntimeDormantSetPositionCommitStatus.Committed,
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fixture.Owner.CommitActivation(ready, out var projection));
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Assert.True(projection.IsValid);
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Assert.True(fixture.Record.PhysicsBody!.InWorld);
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Assert.NotNull(fixture.Record.PhysicsHost);
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Assert.True(fixture.Movement.Controller!.IsRuntimePublished);
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Assert.Equal(0, fixture.Owner.CaptureOwnership()
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.PendingActivationCount);
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}
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[Fact]
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public void DeferredCommitStaysParkedWhileTheCommittingAdmissionIsStillRegistered()
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{
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// C3c-F2, the link the live probe caught: the collision-generation
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// commit marks the parked lease ready and only THEN retires its
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// admission (RuntimePhysicsState.cs:2503 vs :2552-2558). Production
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// reenters the first-entry pump inside that window. Rearming there
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// moves the lease out of AwaitingCell and its very next evaluation
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// fails the seal on the still-registered admission — after which
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// EvaluateActivation can no longer answer DeferredCell and reports
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// RejectedAuthority, which is TERMINAL for the conductor. The lease
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// must stay parked and retryable instead.
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using var fixture = new Fixture();
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Assert.Equal(RuntimeLocalPlayerPhysicsPublicationStatus.Committed,
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fixture.Owner.Commit(
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fixture.Prepare(),
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out RuntimeLocalPlayerPhysicsActivationToken token));
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Assert.Equal(RuntimeLocalPlayerPhysicsActivationStatus.DeferredCell,
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fixture.Owner.EvaluateActivation(token, out var deferred));
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Assert.Equal(RuntimeDormantSetPositionCommitStatus.DeferredCell,
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fixture.Owner.CommitActivation(deferred, out _));
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RuntimeCollisionAdmission admission = fixture.Lifetime.Physics
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.BeginCollisionAdmission(Cell & 0xFFFF0000u);
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// Reconstruct the exact production instant: the landblock is in the
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// engine and the parked lease has been marked ready by the SAME call
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// RuntimePhysicsState.cs:2503 makes, while the admission that is
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// committing has not yet been retired (:2552-2558).
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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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@ -369,8 +645,39 @@ public sealed class RuntimeLocalPlayerPhysicsPublicationStateTests
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worldOffsetY: 0f);
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fixture.Lifetime.Physics.SetPosition.CommitCollisionGeneration(
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Cell & 0xFFFF0000u,
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generation,
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admission.Generation,
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ready: true);
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Assert.Equal(
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admission.Generation,
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fixture.Lifetime.Physics.CollisionGenerationAuthority(Cell));
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Assert.Equal(
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admission.Generation,
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fixture.Lifetime.Physics.ExpectedCollisionGeneration(Cell));
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Assert.False(fixture.Lifetime.Physics
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.IsCollisionEvaluationPrefixAdmissible(Cell));
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Assert.Equal(RuntimeLocalPlayerPhysicsActivationStatus.DeferredCell,
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fixture.Owner.EvaluateActivation(token, out var stillWaiting));
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Assert.False(stillWaiting.IsValid);
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Assert.Equal(1, fixture.Owner.CaptureOwnership()
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.PendingActivationCount);
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Assert.False(fixture.Record.PhysicsBody!.InWorld);
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Assert.False(fixture.Movement.Controller!.IsRuntimePublished);
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using (PreparedLandblockCollisionGeneration prepared = fixture
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.Lifetime.Physics.PrepareCollisionGeneration(admission))
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{
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fixture.Lifetime.Physics.StageCollisionAssets(
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admission,
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prepared,
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CollisionAssets(Cell & 0xFFFF0000u));
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Assert.True(CommitPrepared(
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fixture.Lifetime.Physics,
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admission,
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prepared).Committed);
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}
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Assert.True(fixture.Lifetime.Physics
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.IsCollisionEvaluationPrefixAdmissible(Cell));
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Assert.Equal(RuntimeLocalPlayerPhysicsActivationStatus.Evaluated,
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fixture.Owner.EvaluateActivation(token, out var ready));
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@ -378,6 +685,7 @@ public sealed class RuntimeLocalPlayerPhysicsPublicationStateTests
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fixture.Owner.CommitActivation(ready, out var projection));
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Assert.True(projection.IsValid);
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Assert.True(fixture.Record.PhysicsBody!.InWorld);
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Assert.True(fixture.Movement.Controller!.IsRuntimePublished);
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Assert.Equal(0, fixture.Owner.CaptureOwnership()
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.PendingActivationCount);
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}
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@ -562,15 +870,9 @@ public sealed class RuntimeLocalPlayerPhysicsPublicationStateTests
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Assert.Equal(0, fixture.Lifetime.Physics.Engine.ShadowObjects
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.PendingSetPositionDispatchCount);
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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>(), Array.Empty<PortalPlane>(), 0f, 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: production wake path (collision admission), see
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// CommitProductionCollisionGeneration.
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CommitProductionCollisionGeneration(fixture, Cell & 0xFFFF0000u);
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Assert.Equal(RuntimeLocalPlayerPhysicsActivationStatus.Evaluated,
|
||||
fixture.Owner.EvaluateActivation(token, out var ready));
|
||||
Assert.Equal(RuntimeDormantSetPositionCommitStatus.Committed,
|
||||
|
|
@ -2192,6 +2494,11 @@ public sealed class RuntimeLocalPlayerPhysicsPublicationStateTests
|
|||
private sealed class Fixture : IDisposable
|
||||
{
|
||||
private bool _lifetimeDisposed;
|
||||
// C3c-F5: default 0 keeps every pre-existing test's mover shape
|
||||
// byte-identical; the first-entry settle tests pass the production
|
||||
// human Setup's bottom-sphere origin (0.475) so an authored
|
||||
// placement can stand clear of a floor the settle then reaches.
|
||||
private readonly float _moverSphereOriginZ;
|
||||
|
||||
internal Fixture(
|
||||
bool preparePlacement = true,
|
||||
|
|
@ -2199,11 +2506,13 @@ public sealed class RuntimeLocalPlayerPhysicsPublicationStateTests
|
|||
RuntimeLocalPlayerShadowDisposition shadowDisposition =
|
||||
RuntimeLocalPlayerShadowDisposition.ProvenShapeless,
|
||||
float terrainHeight = 0f,
|
||||
float moverSphereOriginZ = 0f,
|
||||
Vector3? initialVelocity = null,
|
||||
Vector3? initialOmega = null,
|
||||
float? initialFriction = null,
|
||||
float? initialElasticity = null)
|
||||
{
|
||||
_moverSphereOriginZ = moverSphereOriginZ;
|
||||
if (residentWorld)
|
||||
{
|
||||
var engine = new PhysicsEngine
|
||||
|
|
@ -2269,7 +2578,9 @@ public sealed class RuntimeLocalPlayerPhysicsPublicationStateTests
|
|||
Assert.True(Placement.IsValid);
|
||||
var setup = new FlatSetupCollision(
|
||||
ImmutableArray<FlatCollisionCylinder>.Empty,
|
||||
[new FlatCollisionSphere(Vector3.Zero, 0.48f)],
|
||||
[new FlatCollisionSphere(
|
||||
new Vector3(0f, 0f, _moverSphereOriginZ),
|
||||
0.48f)],
|
||||
height: 0f,
|
||||
radius: 0f,
|
||||
stepUpHeight: 0.4f,
|
||||
|
|
@ -2537,6 +2848,31 @@ public sealed class RuntimeLocalPlayerPhysicsPublicationStateTests
|
|||
"Collision generation did not complete its Runtime mutation transaction.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// C3c-F2: publishes one landblock collision generation through the exact
|
||||
/// production owner chain — BeginCollisionAdmission -> prepare -> stage ->
|
||||
/// CommitCollisionGeneration. Waking a parked activation any other way
|
||||
/// (calling the SetPosition seam directly) leaves RuntimePhysicsState's
|
||||
/// admission ledger empty, a state production can never reach.
|
||||
/// </summary>
|
||||
private static void CommitProductionCollisionGeneration(
|
||||
Fixture fixture,
|
||||
uint landblockId)
|
||||
{
|
||||
RuntimeCollisionAdmission admission = fixture.Lifetime.Physics
|
||||
.BeginCollisionAdmission(landblockId);
|
||||
using PreparedLandblockCollisionGeneration prepared = fixture
|
||||
.Lifetime.Physics.PrepareCollisionGeneration(admission);
|
||||
fixture.Lifetime.Physics.StageCollisionAssets(
|
||||
admission,
|
||||
prepared,
|
||||
CollisionAssets(landblockId));
|
||||
Assert.True(CommitPrepared(
|
||||
fixture.Lifetime.Physics,
|
||||
admission,
|
||||
prepared).Committed);
|
||||
}
|
||||
|
||||
private static RuntimeLandblockCollisionAssets CollisionAssets(
|
||||
uint landblockId) => new(
|
||||
landblockId,
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue