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

@ -1,5 +1,6 @@
using AcDream.Core.Net;
using AcDream.Core.Physics;
using AcDream.Runtime.Physics;
namespace AcDream.Runtime.Entities;
@ -338,6 +339,30 @@ public sealed class RuntimeEntityDirectory
record.PhysicsBodyAcquisitionInProgress = value;
}
public void SetRemoteMotion(
RuntimeEntityRecord record,
IRuntimeRemoteMotion? remote)
{
EnsureKnown(record);
record.RemoteMotion = remote;
}
public void SetRemoteMotionBindingInProgress(
RuntimeEntityRecord record,
bool value)
{
EnsureKnown(record);
record.RemoteMotionBindingInProgress = value;
}
public void SetRequiresRemotePlacementRuntime(
RuntimeEntityRecord record,
bool value)
{
EnsureKnown(record);
record.RequiresRemotePlacementRuntime = value;
}
public void SetPhysicsHost(
RuntimeEntityRecord record,
AcDream.Core.Physics.Motion.IPhysicsObjHost? host)