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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@ -1,3 +1,4 @@
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using System.Numerics;
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using AcDream.Runtime.Entities;
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using AcDream.Runtime.Gameplay;
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using AcDream.Runtime.Physics;
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@ -267,6 +268,22 @@ public sealed class GameRuntime
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() => generationReset.ActiveRetiringGeneration
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?? context.Session.Generation,
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() => clock.FrameNumber);
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// C0-2: bind the executor's live-input sources to the real
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// Runtime owners now that both exist (RuntimeCharacterState at
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// CharacterCreated, RuntimeLocalPlayerMovementState at
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// MovementCreated - both after EntityObjectsCreated, so this
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// cannot move earlier). UsePositionFromServer mirrors retail
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// CommandInterpreter::UsePositionFromServer exactly; PlayerDistance
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// is derived per Execute call from the live physics-controller
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// position, matching the legacy remote path's own distance basis
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// (LiveEntityNetworkUpdateController's MaxPhysicsDistance/dist).
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// F3: the position source is nullable - a null Controller (the
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// login-window drain, before the local player's own controller
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// exists yet) must yield null, never a fabricated Vector3.Zero
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// that would misclassify every remote entity as implausibly far.
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context.EntityObjects.BindLiveInputs(
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() => context.Character.UsePositionFromServer,
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() => context.Movement.Controller?.Position);
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context.Events = new GameRuntimeEventHub(
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context.EntityObjects,
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context.Communication,
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