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>
This commit is contained in:
Erik 2026-08-02 05:22:37 +02:00
parent 27e05b99e4
commit 67f63e85e5
14 changed files with 1639 additions and 11 deletions

View file

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