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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@ -350,19 +350,14 @@ public static class GameEvents
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/// <summary>0x0023 WieldObject: server-driven equip.</summary>
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public readonly record struct WieldObject(
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uint ItemGuid,
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uint EquipLoc,
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uint WielderGuid);
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uint EquipLoc);
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public static WieldObject? ParseWieldObject(ReadOnlySpan<byte> payload)
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{
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if (payload.Length < 8) return null;
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uint wielderGuid = payload.Length >= 12
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? BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(8))
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: 0u;
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return new WieldObject(
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BinaryPrimitives.ReadUInt32LittleEndian(payload),
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BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(4)),
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wielderGuid);
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BinaryPrimitives.ReadUInt32LittleEndian(payload.Slice(4)));
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}
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/// <summary>0x0022 InventoryPutObjInContainer: server puts item into container slot.
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