refactor(world): extract live projection mechanics
Move appearance rebinding, collision construction, default-pose resolution, local shadow ownership, and exact leave-world presentation into focused owners. Preserve retail parent ordering with staged validation, committed recovery, recursive attached-subtree withdrawal, and retryable exact teardown across parent, pickup, position, unwield, and pose-loss edges. Co-Authored-By: OpenAI Codex <codex@openai.com>
This commit is contained in:
parent
c87bac31a0
commit
69a2ca0c6d
26 changed files with 4172 additions and 430 deletions
|
|
@ -659,7 +659,7 @@ public sealed class LiveEntityRuntimeTests
|
|||
}
|
||||
|
||||
[Fact]
|
||||
public void InitialChildCreate_PreservesParentEventQueuedForMissingChild()
|
||||
public void InitialChildCreate_PreservesParentEventQueuedForRenderValidation()
|
||||
{
|
||||
const uint parentGuid = 0x70000020u;
|
||||
const uint childGuid = 0x70000021u;
|
||||
|
|
@ -676,7 +676,9 @@ public sealed class LiveEntityRuntimeTests
|
|||
childGuid, out ParentAttachmentRelation relation));
|
||||
Assert.Equal(parentGuid, relation.ParentGuid);
|
||||
Assert.True(runtime.TryGetSnapshot(childGuid, out WorldSession.EntitySpawn child));
|
||||
Assert.Null(child.Position);
|
||||
Assert.NotNull(child.Position);
|
||||
Assert.Null(child.ParentGuid);
|
||||
Assert.Equal((ushort)5, child.PositionSequence);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue