feat(runtime): bridge executor completion to the placement stream
Cutover slice C0 (docs/plans/2026-08-02-placement-cutover.md): the seam work that lets C3 flip hosts onto a complete receipt stream instead of growing one mid-cutover. The executor's Released exit now publishes an acknowledge-only ExecutorCompleted receipt through the one placement projection stream — registered before observer dispatch, correlated to the full execution receipt, reaped exactly once on acknowledgement/ discard/session-clear, and counted in the convergence ledger. All three production placement sinks acknowledge-and-ignore the new kind via early returns proven behavior-preserving for every existing kind; without them the first such receipt at cutover would permanently wedge the exact-head FIFO behind sinks that return false. Provably inert today: the publisher has no production caller. Execute's live inputs now derive from Runtime's own owners bound at GameRuntime construction: UsePositionFromServer is retail's exact autonomy_level != 2 (CommandInterpreter::UsePositionFromServer 0x006B3B40, startup-only knob), and PlayerDistance uses the live movement controller's position with a null-safe fallback to the caller struct — never a fabricated origin. TryPrepareAndSubmitAuthoredPlacement chains the prepared-collision Setup read through PrepareMover to submission with zero validation-semantics changes. TryCommitParent and CommitWithdrawal gain the sibling cancellation flow (residence + ordinary placement family); TryCommitParent deliberately omits LeaveWorld — retail's set_parent performs its single gated leave_world (0x00515A90) and a second would have no counterpart. Not fully dormant: the two cancellation fixes change Runtime paths production already calls (today as no-op-adjacent hardening, since nothing upstream begins a residence yet); everything else is reachable only by tests. Reviewed: retail-conformance PASS + architecture/ adversarial PASS after one fix round (sink wedge, completion-receipt lifecycle, null-controller distance). Runtime 921/921; complete Release solution 10,716 passed / 4 intentional skips. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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14 changed files with 1639 additions and 11 deletions
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@ -274,7 +274,26 @@ internal sealed class RuntimeInitialCreateContinuationExecutor
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_applyAcceptedSpawn;
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private readonly Dictionary<RuntimeEntityKey, Progress> _progress = [];
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private readonly HashSet<RuntimeEntityKey> _executing = [];
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/// <summary>
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/// C0-1: correlates a published
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/// <see cref="RuntimePlacementProjectionKind.ExecutorCompleted"/>
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/// receipt back to the full execution receipt/trace, keyed by the SAME
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/// public Entity/Sequence identity every other Kind uses (the receipt's
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/// own <c>Token.Entity</c>/<c>Token.Sequence</c>). Overwritten (never
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/// accumulated) per entity key - an entity cannot have two drains
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/// completing concurrently (<see cref="Execute"/>'s own <see cref="_executing"/>
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/// reentrancy guard), so only the most recent completion for a key is
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/// ever meaningful; the exact-sequence check in
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/// <see cref="TryGetCompletionReceipt"/> rejects a stale lookup against a
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/// superseded completion under a reused key.
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/// </summary>
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private readonly Dictionary<RuntimeEntityKey,
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(ulong Sequence, RuntimeInitialCreateExecutionReceipt Receipt)>
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_completionReceipts = [];
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private Func<RuntimeGenerationToken>? _generation;
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private Func<bool>? _usePositionFromServer;
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private Func<Vector3?>? _localPlayerPosition;
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private bool _liveInputsBound;
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internal RuntimeInitialCreateContinuationExecutor(
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RuntimeEntityDirectory entities,
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@ -308,6 +327,157 @@ internal sealed class RuntimeInitialCreateContinuationExecutor
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_generation = generation;
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}
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/// <summary>
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/// C0-2: binds Runtime's own live-input sources so no host ever computes
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/// <see cref="RuntimeInitialCreateExecutionInputs.UsePositionFromServer"/>/
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/// <see cref="RuntimeInitialCreateExecutionInputs.PlayerDistance"/>
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/// itself. Optional/nullable exactly like <see cref="_generation"/> is
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/// NOT (that one throws when unbound) - here an unbound source is a
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/// legitimate, permanent state for bare-lifetime tests, which keep
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/// constructing the executor without a <see cref="GameRuntime"/> and
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/// keep driving <see cref="Execute"/> with an explicit caller-supplied
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/// <see cref="RuntimeInitialCreateExecutionInputs"/> override (see
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/// <see cref="ResolveInputs"/>). <see cref="GameRuntime"/> binds the real
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/// owners - <c>RuntimeCharacterState.UsePositionFromServer</c> and the
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/// live <c>RuntimeLocalPlayerMovementState.Controller</c> position -
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/// once both exist (they are constructed AFTER
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/// <see cref="RuntimeEntityObjectLifetime"/>/this executor, so this bind
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/// cannot happen at the executor's own constructor time the way
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/// <see cref="BindGeneration"/> does; it happens alongside
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/// <c>BindEventContext</c> in <c>GameRuntime</c>'s construction
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/// sequence). Throws if called twice, matching every other Bind* seam on
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/// this class/its siblings (<see cref="BindGeneration"/>,
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/// <c>RuntimeEntityObjectEventStream.BindContext"/>,
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/// <c>RuntimePlacementProjectionChannel.BindGeneration</c>).
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/// F3: <paramref name="localPlayerPosition"/> itself returns
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/// <c>Vector3?</c>, not <c>Vector3</c> - a BOUND source with no live
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/// controller yet (the login-window drain, before
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/// <c>RuntimeLocalPlayerMovementState.Controller</c> exists) must yield
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/// null, not a fabricated <c>Vector3.Zero</c>. <see cref="ResolveInputs"/>
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/// falls back to the caller-supplied struct's PlayerDistance whenever
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/// this source is unbound OR returns null - the SAME fallback rule
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/// either way, never a synthetic origin-point distance that could
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/// misclassify a remote entity as implausibly far (>96 m) during that
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/// window.
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/// </summary>
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internal void BindLiveInputs(
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Func<bool> usePositionFromServer,
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Func<Vector3?> localPlayerPosition)
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{
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ArgumentNullException.ThrowIfNull(usePositionFromServer);
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ArgumentNullException.ThrowIfNull(localPlayerPosition);
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if (_liveInputsBound)
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{
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throw new InvalidOperationException(
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"The initial-create continuation executor's live-input sources are already bound.");
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}
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_usePositionFromServer = usePositionFromServer;
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_localPlayerPosition = localPlayerPosition;
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_liveInputsBound = true;
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}
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/// <summary>
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/// C0-2: resolves the EFFECTIVE inputs for one <see cref="Execute"/>
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/// call. A bound source always wins; the caller-supplied
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/// <paramref name="inputs"/> struct is the test-override shape (its own
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/// doc comment still describes production usage now that this method
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/// exists) and is used verbatim only for whichever field has no bound
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/// source - a bare-lifetime test that never calls
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/// <see cref="BindLiveInputs"/> gets EXACTLY the caller-supplied values,
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/// preserving every existing test's behavior unchanged.
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/// <see cref="RuntimeInitialCreateExecutionInputs.PlayerDistance"/> uses
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/// the SAME world-space basis as today's legacy remote path
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/// (<c>LiveEntityNetworkUpdateController.cs</c>'s
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/// <c>MaxPhysicsDistance</c>/<c>dist</c> computation, cutover-routes.md
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/// route 4: <c>Vector3.Distance(worldPos, localPlayerPos)</c> where
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/// <c>localPlayerPos</c> is the live physics-CONTROLLER position, never a
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/// record snapshot) - here, <c>Vector3.Distance</c> between THIS
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/// entity's own currently-accepted position (the exact field
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/// <c>BeginAcceptedPlacementCore</c>/<c>CanonicalSetupTableId</c> already
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/// trust: <c>Snapshot.Physics?.Position ?? Snapshot.Position</c>) and the
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/// bound local-player controller position. Computed ONCE per
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/// <see cref="Execute"/> call, matching the one-shot-per-call granularity
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/// <paramref name="inputs"/> already had before this slice (retail
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/// recomputes <c>player_distance</c> per wire packet; refining this
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/// executor to per-continuation freshness is out of C0-2's scope).
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/// </summary>
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private RuntimeInitialCreateExecutionInputs ResolveInputs(
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RuntimeEntityRecord canonical,
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in RuntimeInitialCreateExecutionInputs inputs)
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{
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bool usePositionFromServer = _usePositionFromServer is { } source
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? source()
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: inputs.UsePositionFromServer;
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float playerDistance = inputs.PlayerDistance;
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// F3: an unbound source AND a bound-but-null live position (no
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// controller yet) both fall back to the caller-supplied struct
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// identically - never fabricate Vector3.Zero as a stand-in.
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if (_localPlayerPosition?.Invoke() is { } localPlayerPosition
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&& (canonical.Snapshot.Physics?.Position
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?? canonical.Snapshot.Position) is { } accepted)
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{
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var target = new Vector3(
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accepted.PositionX, accepted.PositionY, accepted.PositionZ);
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playerDistance = Vector3.Distance(target, localPlayerPosition);
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}
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return new RuntimeInitialCreateExecutionInputs(
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usePositionFromServer, playerDistance);
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}
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/// <summary>
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/// C0-1: reaches the full execution receipt/trace correlated with an
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/// observed <see cref="RuntimePlacementProjectionKind.ExecutorCompleted"/>
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/// receipt, purely via that receipt's own public
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/// <c>Token.Entity</c>/<c>Token.Sequence</c> identity - the same identity
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/// every other placement Kind is acknowledged by. Returns false for a
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/// superseded/stale sequence under a reused entity key.
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/// </summary>
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internal bool TryGetCompletionReceipt(
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in RuntimePlacementProjectionToken token,
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out RuntimeInitialCreateExecutionReceipt receipt)
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{
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if (_completionReceipts.TryGetValue(
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token.Entity,
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out (ulong Sequence, RuntimeInitialCreateExecutionReceipt Receipt) entry)
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&& entry.Sequence == token.Sequence)
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{
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receipt = entry.Receipt;
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return true;
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}
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receipt = default;
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return false;
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}
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/// <summary>
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/// F2: reaps exactly one completion-receipt correlation entry, bound as
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/// <see cref="RuntimeSetPositionState.BindExecutorCompletionAcknowledgement"/>'s
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/// notification callback - fired the moment a host acknowledges the
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/// Kind ExecutorCompleted receipt this entry correlates, never before.
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/// The exact-sequence check rejects removing a NEWER completion's entry
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/// under a reused key (mirrors <see cref="TryGetCompletionReceipt"/>'s
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/// own currency check).
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/// </summary>
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internal void ForgetCompletionReceipt(RuntimeEntityKey key, ulong sequence)
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{
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if (_completionReceipts.TryGetValue(
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key,
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out (ulong Sequence, RuntimeInitialCreateExecutionReceipt Receipt) entry)
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&& entry.Sequence == sequence)
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{
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_completionReceipts.Remove(key);
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}
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}
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/// <summary>
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/// F2: folded into <see cref="RuntimeEntityObjectOwnershipSnapshot"/>/
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/// <c>IsConverged</c> - an unacknowledged completion receipt is
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/// outstanding host debt, mirroring
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/// <see cref="RuntimeSetPositionOwnershipSnapshot.PendingProjectionAcknowledgementCount"/>'s
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/// existing "must be zero to converge" shape for the SAME underlying
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/// receipt stream.
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/// </summary>
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internal int PendingCompletionReceiptCount => _completionReceipts.Count;
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internal int ProgressCount => _progress.Count;
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/// <summary>
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@ -389,6 +559,15 @@ internal sealed class RuntimeInitialCreateContinuationExecutor
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/// </summary>
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internal void DiscardProgress(RuntimeEntityKey key)
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{
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// F2: reap this key's completion-receipt correlation entry
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// unconditionally - DiscardProgress owns cleanup of every piece of
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// state IT introduces, and this cache is exactly that (see
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// _completionReceipts's own doc comment). Independent of whether
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// _progress still tracks this key: a completed drain has ALREADY
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// removed its own Progress entry before this correlation entry was
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// ever added (see ExecuteCore's Released case), so this is the
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// ONLY choke point that reaps it outside of a normal acknowledge.
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_completionReceipts.Remove(key);
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if (!_progress.Remove(key, out Progress? progress))
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return;
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if (progress.PendingContinuationPlacement.IsValid)
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@ -421,6 +600,9 @@ internal sealed class RuntimeInitialCreateContinuationExecutor
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_physics.SetPosition.PublishCancellation(cancellation);
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}
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_progress.Clear();
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// F2: bulk-reap every completion-receipt correlation entry - a full
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// session clear must not carry any of this cache across a reset.
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_completionReceipts.Clear();
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}
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internal RuntimeInitialCreateExecutionStatus Execute(
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@ -458,6 +640,11 @@ internal sealed class RuntimeInitialCreateContinuationExecutor
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out RuntimeInitialCreateExecutionReceipt receipt)
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{
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receipt = default;
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// C0-2: resolve ONCE per Execute call - a bound Runtime source always
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// wins over the caller-supplied test-override struct (see
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// ResolveInputs's own doc comment for the exact fallback rule).
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RuntimeInitialCreateExecutionInputs effectiveInputs =
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ResolveInputs(canonical, inputs);
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// An existing Progress for a DIFFERENT (older or ABA-reused) lease
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// id is discarded here, and THIS exact call fails closed - an old
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@ -561,7 +748,7 @@ internal sealed class RuntimeInitialCreateContinuationExecutor
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return Abandon(canonical, key);
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RuntimeInitialCreateExecutionStatus applyStatus =
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ApplyContinuation(canonical, token, key, continuation, inputs, progress);
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ApplyContinuation(canonical, token, key, continuation, effectiveInputs, progress);
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// Round 3 B2: every apply method below now rebaselines
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// itself immediately after its own canonical mutation and
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// BEFORE its own publish (mutate -> rebaseline -> publish),
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@ -592,14 +779,36 @@ internal sealed class RuntimeInitialCreateContinuationExecutor
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switch (release)
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{
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case RuntimeInitialCreateResidenceExecutorReleaseStatus.Released:
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receipt = new RuntimeInitialCreateExecutionReceipt(
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{
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var completedReceipt = new RuntimeInitialCreateExecutionReceipt(
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key,
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residenceReceipt.FullCellId,
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residenceReceipt.TeleportHookPhase,
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progress.Trace.ToImmutable(),
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progress.ReplayedDeferredChildCount);
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receipt = completedReceipt;
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_progress.Remove(key);
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// C0-1: bridge the executor's own completion onto the
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// SAME ordered placement receipt stream every
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// Place/Withdraw/Discard uses (canonical is still
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// current here - nothing between the last continuation
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// apply and ConsumeExecuted's Released outcome mutates
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// it). Correlate the full trace via the fresh token's
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// Entity/Sequence identity - see TryGetCompletionReceipt.
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// F2: registration happens INSIDE PublishExecutorCompletion's
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// beforePublish callback (before the synchronous observer
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// dispatch), not after this call returns - a subscriber
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// reading the correlation back from inside its own
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// OnPlacement callback must already find it. receipt is
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// copied to a local (completedReceipt) because an `out`
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// parameter cannot be captured by a lambda.
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_physics.SetPosition.PublishExecutorCompletion(
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canonical,
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beforePublish: token =>
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_completionReceipts[key] =
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(token.Sequence, completedReceipt));
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return RuntimeInitialCreateExecutionStatus.Completed;
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}
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case RuntimeInitialCreateResidenceExecutorReleaseStatus.Revised:
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// A new continuation arrived mid-drain (Enqueue bumps the
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// completed entry's Adoption.Revision in place). Re-fetch
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