fix(gameplay): reconcile wield ownership and target facing
Preserve PlayerDescription inventory/equipment ownership across authoritative manifest replacement, make weapon switching and combat/UI consumers read the same canonical object state, and carry the complete outbound player position frame across landblocks. Route target-facing and mouse-look through the shared MovementManager and MotionInterpreter completion owner. Match retail input aggregation, toggle ordering, turn/sidestep remapping, per-axis hold keys, and synchronous movement publication without render-only heading state. Initialize the live streaming origin from the first accepted canonical player Position, defer other projections until that origin exists, and retain logical entity identity through hydration. Advance the project ledger from completed M2 to active M3, synchronize CLAUDE.md/AGENTS.md and durable memory, and record the next cast-lifecycle, spellbook/enchantment, and two-client portal gates. Co-Authored-By: Codex <noreply@openai.com>
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36 changed files with 3884 additions and 761 deletions
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@ -170,6 +170,7 @@ public sealed class InventoryController : IItemListDragHandler, IRetainedPanelCo
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// Rebuild on any change to the player's possessions.
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_objects.ObjectAdded += OnObjectChanged;
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_objects.ObjectMoved += OnObjectMoved;
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_objects.ContainerContentsReplaced += OnContainerContentsReplaced;
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_objects.ObjectRemoved += OnObjectRemoved;
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_objects.ObjectUpdated += OnObjectChanged;
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_objects.Cleared += OnObjectsCleared;
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@ -239,8 +240,21 @@ public sealed class InventoryController : IItemListDragHandler, IRetainedPanelCo
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}
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if (Concerns(o)) Populate();
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}
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private void OnObjectMoved(ClientObject o, uint from, uint to)
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{ if (Concerns(o) || from == _playerGuid() || to == _playerGuid()) Populate(); }
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private void OnObjectMoved(ClientObjectMove move)
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{
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uint player = _playerGuid();
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if ((move.Item is { } item && Concerns(item))
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|| move.Previous.ContainerId == player
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|| move.Current.ContainerId == player
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|| move.Previous.WielderId == player
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|| move.Current.WielderId == player)
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Populate();
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}
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private void OnContainerContentsReplaced(uint containerId)
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{
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if (containerId == EffectiveOpen() || containerId == _playerGuid())
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Populate();
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}
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private void OnInteractionStateChanged() => ApplyIndicators();
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private void OnSelectionChanged(SelectionTransition _) => ApplyIndicators();
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private void OnObjectsCleared() => Populate();
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@ -702,6 +716,7 @@ public sealed class InventoryController : IItemListDragHandler, IRetainedPanelCo
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_disposed = true;
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_objects.ObjectAdded -= OnObjectChanged;
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_objects.ObjectMoved -= OnObjectMoved;
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_objects.ContainerContentsReplaced -= OnContainerContentsReplaced;
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_objects.ObjectRemoved -= OnObjectRemoved;
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_objects.ObjectUpdated -= OnObjectChanged;
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_objects.Cleared -= OnObjectsCleared;
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@ -211,8 +211,16 @@ public sealed class PaperdollController : IItemListDragHandler, IRetainedPanelCo
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else if (Concerns(o))
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Populate();
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}
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private void OnObjectMoved(ClientObject o, uint from, uint to)
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{ if (Concerns(o) || from == _playerGuid() || to == _playerGuid()) Populate(); }
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private void OnObjectMoved(ClientObjectMove move)
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{
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uint player = _playerGuid();
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if ((move.Item is { } item && Concerns(item))
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|| move.Previous.ContainerId == player
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|| move.Current.ContainerId == player
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|| move.Previous.WielderId == player
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|| move.Current.WielderId == player)
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Populate();
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}
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private void OnSelectionChanged(SelectionTransition _) => ApplySelectionIndicators();
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private void OnObjectsCleared()
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{
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@ -224,8 +232,8 @@ public sealed class PaperdollController : IItemListDragHandler, IRetainedPanelCo
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/// add/remove/repaint a doll slot. Player-scoped: an NPC's or vendor's wielded item (which also carries
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/// CurrentlyEquippedLocation from the wire) must NOT trigger a repaint. A player-equipped item always
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/// has WielderId==p (login, from CreateObject) or ContainerId==p (live/optimistic wield, set by
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/// WieldItemOptimistic), so the equip-location need not be tested here; OnObjectMoved adds the from/to
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/// player backstop for moves that transiently satisfy neither (e.g. unwield into a side bag).</summary>
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/// WieldItemOptimistic), so the equip-location need not be tested here; OnObjectMoved carries the
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/// complete old/new retail placement for transitions that satisfy neither after mutation.</summary>
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private bool Concerns(ClientObject o)
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{
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uint p = _playerGuid();
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@ -216,13 +216,17 @@ public sealed class ToolbarController : IItemListDragHandler, IRetainedPanelCont
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Populate();
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}
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private void OnRepositoryObjectMoved(ClientObject obj, uint oldContainer, uint newContainer)
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private void OnRepositoryObjectMoved(ClientObjectMove move)
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{
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uint player = _playerGuid?.Invoke() ?? 0u;
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if (obj.ObjectId == _ammoObjectId
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|| (player != 0 && (oldContainer == player || newContainer == player)))
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if (move.ItemId == _ammoObjectId
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|| (player != 0
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&& (move.Previous.ContainerId == player
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|| move.Current.ContainerId == player
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|| move.Previous.WielderId == player
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|| move.Current.WielderId == player)))
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RefreshAmmo();
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if (IsShortcutGuid(obj.ObjectId))
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if (IsShortcutGuid(move.ItemId))
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Populate();
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}
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@ -238,7 +242,7 @@ public sealed class ToolbarController : IItemListDragHandler, IRetainedPanelCont
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return obj.ObjectId == _ammoObjectId
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|| (player != 0 && obj.ObjectId == player)
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|| (player != 0
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&& obj.ContainerId == player
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&& (obj.WielderId == player || obj.ContainerId == player)
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&& (obj.CurrentlyEquippedLocation
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& (EquipMask.MissileWeapon | EquipMask.MissileAmmo)) != 0);
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}
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@ -246,13 +250,9 @@ public sealed class ToolbarController : IItemListDragHandler, IRetainedPanelCont
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private void RefreshAmmo()
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{
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uint player = _playerGuid?.Invoke() ?? 0u;
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var placements = new List<ClientObject>();
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if (player != 0)
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{
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foreach (uint objectId in _repo.GetContents(player))
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if (_repo.Get(objectId) is { } item)
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placements.Add(item);
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}
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IReadOnlyList<ClientObject> placements = player != 0
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? _repo.GetEquippedBy(player)
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: Array.Empty<ClientObject>();
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ToolbarAmmoPolicy.Result result = ToolbarAmmoPolicy.Resolve(placements);
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_ammoObjectId = result.ObjectId;
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