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>
This commit is contained in:
Erik 2026-07-26 13:39:57 +02:00
parent 0dc3bfdeff
commit 7e6033d0ad
39 changed files with 3685 additions and 1722 deletions

View file

@ -181,7 +181,7 @@ internal sealed class LiveEntityMotionRuntimeController
handleUpdateTarget: info => rmT.Movement.HandleUpdateTarget(info),
interruptCurrentMovement: () => rmT.Movement.CancelMoveTo(
AcDream.Core.Physics.WeenieError.ActionCancelled));
host = EntityPhysicsHost.InstallOrRebind(
host = EntityPhysicsHostComposition.InstallOrRebind(
liveEntities,
hostRecord,
configuredHost);
@ -242,7 +242,7 @@ internal sealed class LiveEntityMotionRuntimeController
return existing;
double NowSeconds() => (System.DateTime.UtcNow - System.DateTime.UnixEpoch).TotalSeconds;
var minimal = EntityPhysicsHost.CreateMinimal(
var minimal = EntityPhysicsHostComposition.CreateMinimal(
activeRecord,
ResolvePhysicsHost,
NowSeconds);