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