refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1)
Member-wise deletion of the three legacy resolver members named in docs/research/2026-08-05-c5a-contract.md: PhysicsEngine.Resolve, PhysicsEngine.HasCellSurface, and PhysicsEngine.ResolvePlacement. An exhaustive receiver census over src/ found zero production callers of any of the three — every production placement writer already reaches the canonical PhysicsEngine.SetPosition transaction exclusively through RuntimeSetPositionState (three call sites total). The deletion is purely member-wise: IsSpawnCellReady and AdjustPosition, which shared the same source region as the deleted members, are preserved byte-identical — every remaining production caller of either (including PhysicsCameraCollisionProbe, AdjustPosition's sole surviving production caller) is unaffected. Companion changes: - PlayerMovementController's 3-argument SetPosition test overload is renamed to SeedPlacementForTest (internal) and CommitPreparedPosition is deleted; 83 call sites across 19 test files were mechanically renamed to match. - Seven pinned test dispositions from the contract are executed: 3.1 (PhysicsEngineTests.cs: 11 legacy-resolver tests deleted, 6 ResolveWithTransition tests kept), 3.2/3.3/3.4 (re-point to canonical SetPosition, with TransitionScratchDifferentialTests.cs additionally gaining positive IsCommitted assertions after each bitwise comparison so the differential proves a placement actually committed, not just that two possibly-uncommitted results match), 3.5 (Runtime rename), and 3.6 (PlayerMovementPlacementTransactionTests.cs rewritten — its xmldoc now states plainly that the render-root publish moved to RuntimeSetPositionState.cs, but the sticky-release relocation claim was false and is retracted; this disposition's coverage loss is the sticky release path, not silently absorbed elsewhere). - Stale `PhysicsEngine.Resolve`/`Resolve` doc citations in CellTransit.cs, PlayerMovementController.cs, and HeadlessSessionWorldProjection.cs are corrected to name the surviving canonical entry points by symbol (SetPosition, AdjustSetPosition/AdjustPosition, ResolveWithTransition) rather than fragile line numbers. Retires AP-1 and AD-1 in docs/architecture/retail-divergence-register.md: both rows described production zero-delta placement routing remaining on the legacy resolver pending the Slice 4B2/4B route cutover; that resolver no longer exists, so the condition each row tracked is now structurally false rather than merely narrowed. AP-145 (routed through the prior commit) and this commit's AP-1/AD-1 together bring the section counts to 101 AP / 47 AD active rows. Builds on the AP-145 fix (previous commit) — this commit's staged tree was independently rebuilt and its four suites independently rerun on top of that commit before this commit was created, in addition to the combined rebuild/rerun below. Full-solution build: 0 errors (21 pre-existing warnings, all unrelated). Suite results (combined tree): Core 4270/4271 passed (1 skip; the single DatSoundCacheTests concurrent-decode-dedup failure is a known load-sensitive race, confirmed passing standalone and unrelated to this change), Runtime 1176/1176, Headless 86/86, App 4132/4135 (3 skips). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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34 changed files with 508 additions and 946 deletions
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@ -89,7 +89,7 @@ public sealed class LocalPlayerTeleportControllerTests
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Assert.Null(harness.Presentation.BeginProjection);
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harness.Mode.Controller = new PlayerMovementController(new PhysicsEngine());
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harness.Mode.Controller.SetPosition(
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harness.Mode.Controller.SeedPlacementForTest(
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Vector3.Zero,
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0x20210001u,
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Vector3.Zero);
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@ -117,7 +117,7 @@ public sealed class LocalPlayerTeleportControllerTests
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Assert.Empty(harness.Streaming.Reservations);
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harness.Mode.Controller = new PlayerMovementController(new PhysicsEngine());
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harness.Mode.Controller.SetPosition(Vector3.Zero, 0x20210001u, Vector3.Zero);
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harness.Mode.Controller.SeedPlacementForTest(Vector3.Zero, 0x20210001u, Vector3.Zero);
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harness.Controller.Tick(0.016f);
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Assert.Equal(0x20210001u, harness.Controller.ActiveDestinationCell);
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@ -156,7 +156,7 @@ public sealed class LocalPlayerTeleportControllerTests
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harness.Mode.RebuildOnEnter = () =>
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{
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var controller = new PlayerMovementController(new PhysicsEngine());
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controller.SetPosition(Vector3.Zero, 0x20210001u, Vector3.Zero);
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controller.SeedPlacementForTest(Vector3.Zero, 0x20210001u, Vector3.Zero);
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return controller;
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};
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harness.Controller.Tick(0.016f);
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@ -353,7 +353,7 @@ public sealed class LocalPlayerTeleportControllerTests
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// AddSyntheticIndoorCell doc comment for why CommitLandblockCollision
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// alone (terrain-only) cannot make it spawn-ready.
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harness.AddSyntheticIndoorCell(0x30310100u);
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harness.Mode.Controller!.SetPosition(
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harness.Mode.Controller!.SeedPlacementForTest(
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Vector3.Zero,
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0x20210001u,
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Vector3.Zero);
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@ -649,7 +649,7 @@ public sealed class LocalPlayerTeleportControllerTests
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// body/cell/orientation BEFORE this suffix runs. Reproduce that
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// pre-state directly rather than re-resolving it here - Place() no
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// longer resolves anything (D-T4).
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controllerSlot.Controller.SetPosition(position, cell, position);
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controllerSlot.Controller.SeedPlacementForTest(position, cell, position);
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controllerSlot.Controller.SetBodyOrientation(rotation);
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var cameras = new ChaseCameraInputState
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{
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@ -727,14 +727,14 @@ public sealed class LocalPlayerTeleportControllerTests
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{
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Controller = new PlayerMovementController(new PhysicsEngine()),
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};
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controllerSlot.Controller.SetPosition(
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controllerSlot.Controller.SeedPlacementForTest(
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Vector3.Zero,
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sourceCell,
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Vector3.Zero);
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// C4 route 3: reproduce the canonical Runtime commit's pre-state
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// (body/cell already resolved) - Place() no longer resolves it.
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var destinationPosition = new Vector3(12f, 24f, 6f);
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controllerSlot.Controller.SetPosition(
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controllerSlot.Controller.SeedPlacementForTest(
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destinationPosition,
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destinationCell,
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destinationPosition);
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@ -1303,7 +1303,7 @@ public sealed class LocalPlayerTeleportControllerTests
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{
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_order = order;
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Controller = new PlayerMovementController(new PhysicsEngine());
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Controller.SetPosition(Vector3.Zero, 0x20210001u, Vector3.Zero);
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Controller.SeedPlacementForTest(Vector3.Zero, 0x20210001u, Vector3.Zero);
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}
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public PlayerMovementController? Controller { get; set; }
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