refactor(runtime): own per-session physics simulation
Move the sole PhysicsEngine, production cache, collision admissions, canonical bodies and hosts, remote components, ordinary/remote worksets, simulation, cell commits, and shadow synchronization under RuntimeEntityObjectLifetime. Keep App as the prepared-asset, animation-input, and render-projection adapter while preserving the named-retail update and collision order. Add exact-incarnation, object-clock, callback-reentrancy, GUID-reuse, two-runtime isolation, source ownership, collision publication, and graphical projection coverage. Release build and the complete 8,588-test solution pass. Co-authored-by: Codex <noreply@openai.com>
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39 changed files with 3685 additions and 1722 deletions
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@ -342,7 +342,7 @@ internal sealed class PlayerModeController :
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},
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interruptCurrentMovement: () => exactMovement.CancelMoveTo(
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WeenieError.ActionCancelled));
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playerHost = EntityPhysicsHost.SelectStableHostWithoutRebind(
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playerHost = EntityPhysicsHostComposition.SelectStableHostWithoutRebind(
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_liveEntities,
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playerRecord,
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configuredHost);
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@ -443,7 +443,7 @@ internal sealed class PlayerModeController :
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_camera.EnterChaseMode(legacyCamera, retailCamera);
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EntityPhysicsHost stableAfterCamera =
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EntityPhysicsHost.SelectStableHostWithoutRebind(
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EntityPhysicsHostComposition.SelectStableHostWithoutRebind(
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_liveEntities,
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playerRecord,
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configuredHost);
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@ -465,7 +465,7 @@ internal sealed class PlayerModeController :
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// DAT, placement, shadow, and camera preparation has succeeded. A
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// late preparation failure therefore cannot expose an abandoned
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// controller through LiveEntityRecord.PhysicsHost.
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EntityPhysicsHost publishedHost = EntityPhysicsHost.InstallOrRebind(
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EntityPhysicsHost publishedHost = EntityPhysicsHostComposition.InstallOrRebind(
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_liveEntities,
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playerRecord,
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configuredHost);
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