feat(world): the login wormhole — every world entry runs retail's portal-space presentation with sound (TS-28 narrowed)
Retail runs the SAME TAS_TUNNEL wormhole at initial login as at an F751 teleport, with no F751 involved: SmartBox::teleport_in_progress @0x00451C20 returns 1 the moment the login player exists with position_update_complete == 0, gmSmartBoxUI::UseTime @0x004D6EAB edge-detects it into BeginTeleportAnimation(TAS_TUNNEL) @0x004D6EC9 (playing Sound_UI_EnterPortal @0x004D638E), SmartBox::UseTime @0x00455483 ends the hold once destination cells stop blocking, Sound_UI_ExitPortal plays at the viewport swap @0x004D7405, and LoginComplete goes out at the WorldFadeIn end @0x004D745D -> CPlayerSystem::SendLoginCompleteNotification @0x00562E90 (ACE's own GameActionLoginComplete comment names this contract: 'called when the client player exits portal space. It includes initial login'). acdream skipped all of it at login — every entry route (direct auto-select, character-select Enter, enter-after-create) dropped onto the sky-only 'waiting for login' backdrop until the world reveal completed. The fix engages the EXISTING F751 presentation machinery on Runtime's login reveal — no duplicated presentation code, no timers: - LocalPlayerTeleportController gains a login arm keyed off the Runtime-owned login reveal generation (RuntimeWorldTransitState .BeginLoginReveal, begun on the first accepted local-player position on every entry route). It drives the same TeleportAnimSequencer/ PortalTunnelPresentation lifecycle and the same enter/exit cues; the Place edge is a no-op at login (the first-entry conductor already committed the canonical placement — retail's analogue only flips position_update_complete), and FireLoginComplete now performs EnterWorld + the single LoginComplete send + reveal Complete, exactly like the F751 pump. worldReady is latched on BOTH canonical first placement (OnLocalPlayerFirstEntryCompleted, the repointed GraphicalSessionEventRoute completion callback that used to send LoginComplete immediately) AND destination reveal readiness. ActiveDestinationCell now also reports the login destination so the render frame's reveal-preparation arm keeps running after portal-space entry flips ChaseModeEverEntered. - PlayerModeController.TryEnterPortalSpaceForLogin performs the player-mode presentation attach (the same BuildControllerAndCamera the post-reveal auto-entry used to run) before flipping into portal space — at login no player-mode entry has happened yet. TryEnterPortalSpace itself now refuses (retryable) on a constructed-but-unpublished Runtime controller via the documented CanExecuteLiveMovement skip predicate instead of faulting — the first connected run crashed on exactly that pre-publication State write. - HouseQuery stays at first-entry completion (retail: tail-called from CPlayerSystem::InitializePlayer @0x00563570, an object-arrival edge, not a tunnel edge). - An F751 arriving mid-login-tunnel withdraws the login claim and hands the presentation to the portal pump, which owns the single LoginComplete — matching retail's one teleportInProgress flag. TS-28 narrowed: the graphical host now runs the full login wormhole; the residual is headless-only (no presentation; placement-edge send). Live gates (testaccount2/+Horan vs local ACE, Release): the character-select Enter route and the --session-config direct auto-select route both play the wormhole with Sound_UI_EnterPortal at animation begin, hold with retail's 'In Portal Space - Please Wait...' notice until readiness, fade out with the view-plane warp, send LoginComplete at the WorldFadeIn end, and materialize in Holtburg; ACE-confirmed graceful logout. Tests: App 5493/3 skips (baseline 5490 + 3 new login tests), Runtime 1744/0, full solution green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -1825,6 +1825,8 @@ public sealed class LiveEntityNetworkOnPositionCollapseMatrixTests
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bool teleportTimestampAdvanced)
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{ }
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public void OnLocalPlayerFirstEntryCompleted() { }
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public void ResetSession() { }
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public void ResetGenerationPresentation() { }
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