test(runtime): restore the world-frame precondition across first-entry fixtures
670f307cmade remote first-entry placement resolve its landblock-local CreateObject origin through Runtime's world frame (RuntimeSetPositionState.PrepareMover:1526-1544) and return RetrySetupUnavailable until that frame exists. Only the accepted local-player Create publishes it (RuntimeEntityObjectLifetime.RegisterEntityCore:558-570 -> RuntimePhysicsState.ObserveLocalWorldFrame). Fixtures that drive remote conductors in a world with no local player - a state production never occupies, since the player's own Create always precedes broadcast Creates - therefore parked forever on RetrySetupUnavailable. Their initial-create residences never retired, which cascaded into rejected appearance updates, missing canonical bodies, unconverged ownership ledgers, and a GameRuntime teardown that could not complete stage 10. The measured blast radius was far larger than the handoff recorded. It claimed "six selected fixture failures"; a baseline run found 43. The App suite was fully green at01f4791eand670f307cbroke 28 tests at once; the Runtime suite lost 13, twelve of them in RuntimeRemoteFirstEntryStateTests - the exact conductor that commit gated. Both commits were verified on focused runs only. The production gate is correct, so nothing here weakens it. It matches App's own coordinate owner: LiveWorldOriginState is initialized once from the local player's spawn (LiveEntityHydrationPorts.cs:226) and rebased only by StreamingOriginRecenterCoordinator.Advance at a teleport boundary - exactly ObserveLocalWorldFrame's semantics. Every fixture is repaired by supplying the missing precondition beside the resident landblock it already models, and not one expected value or assertion was changed. The mechanism shipped with zero tests. RuntimeWorldFrameTests now pins its contract: the local player publishes the frame, remotes never do, neighbouring landblocks convert at 192 m per step, ordinary movement across a landblock boundary must NOT rebase it, an accepted teleport must, and a zero cell id neither publishes nor resolves. That "no rebase on ordinary movement" rule is load-bearing - if it and LiveWorldOriginState ever disagree, remote objects are placed a multiple of 192 m from where the world is streamed. Runtime 1,009/1,009; App 4,048 passed / 3 skipped. Refs #281. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -923,6 +923,21 @@ public sealed class RuntimeRemoteFirstEntryStateTests
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var generation = new RuntimeGenerationToken(1UL);
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Lifetime.BindEventContext(() => generation, static () => 1UL);
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// 670f307c: CreateObject frames are landblock-local, so a remote
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// conductor's PrepareMover resolves them through Runtime's world
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// frame (RuntimeSetPositionState.PrepareMover:1526-1544) and
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// returns RetrySetupUnavailable until that frame exists. Only the
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// accepted local-player Create publishes it
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// (RuntimeEntityObjectLifetime.RegisterEntityCore:558-570 ->
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// RuntimePhysicsState.ObserveLocalWorldFrame) — production always
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// registers the player before any broadcast Create is driven.
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// Model that ambient world fact here, alongside the resident
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// terrain above, rather than registering a second entity that
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// would perturb every ownership-ledger assertion in this class.
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Lifetime.Physics.ObserveLocalWorldFrame(
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Cell,
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teleportAdvanced: false);
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// The SAME conductor instance RuntimeEntityObjectLifetime itself
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// constructs and wires into the residence's multicast retirement
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// fan-out and BeginSessionClear — never a standalone copy — so
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