feat(app+core): Phase 6.6+6.7 — wire UpdateMotion/UpdatePosition into GameWindow

Makes NPCs and other server-spawned entities actually move and
transition animations based on the live server feed. Before this,
Phase 6.6/6.7 only parsed the messages and fired events that nothing
consumed, so NPCs stayed frozen at their CreateObject spawn point
playing one idle cycle forever.

Changes:
 - GameWindow now keeps a parallel _entitiesByServerGuid dictionary
   built at CreateObject hydration time so motion / position updates
   can find the target entity by its server guid.
 - WorldEntity.Position and Rotation become get/set (like MeshRefs did
   in Phase 6.4) so the position-update handler can reseat an existing
   entity in place without reallocating MeshRefs.
 - OnLiveMotionUpdated re-resolves the cycle via MotionResolver using
   the server's new (stance, forward-command) override and either
   swaps the AnimatedEntity's current cycle or removes it from the
   animated set if the new pose is static.
 - OnLivePositionUpdated translates the new landblock-local position
   into acdream world space (same math as CreateObject hydration) and
   writes it back onto the entity.

Subscriptions are added alongside the existing EntitySpawned hook so
the three handlers run synchronously on the UDP pump thread, matching
the existing pattern.

194 tests green (98 Core + 96 Core.Net).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-11 20:40:17 +02:00
parent 333a7c197a
commit 7375f7ad32
2 changed files with 89 additions and 2 deletions

View file

@ -6,8 +6,13 @@ public sealed class WorldEntity
{
public required uint Id { get; init; }
public required uint SourceGfxObjOrSetupId { get; init; }
public required Vector3 Position { get; init; }
public required Quaternion Rotation { get; init; }
/// <summary>
/// World-space position. Settable so Phase 6.7 position-update events
/// can reseat an existing entity without rebuilding its meshes.
/// </summary>
public required Vector3 Position { get; set; }
/// <summary>Settable for the same reason as <see cref="Position"/>.</summary>
public required Quaternion Rotation { get; set; }
/// <summary>
/// Per-part mesh references with their root-relative transforms.
/// Mutable so the animation tick can replace it each frame for