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