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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src/AcDream.Runtime/Physics/EntityPhysicsHost.cs
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src/AcDream.Runtime/Physics/EntityPhysicsHost.cs
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using System;
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using System.Numerics;
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using AcDream.Core.Physics;
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using AcDream.Core.Physics.Motion;
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namespace AcDream.Runtime.Physics;
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/// <summary>
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/// R5-V2 — the Runtime-owned <see cref="IPhysicsObjHost"/> per entity:
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/// acdream's
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/// stand-in for retail's <c>CPhysicsObj</c> as the movement managers see it.
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/// One is retained per accepted object incarnation on
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/// <c>RuntimeEntityRecord</c>, so
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/// <see cref="GetObjectA"/> can resolve OTHER entities' hosts — the
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/// cross-entity delivery path the <see cref="TargetManager"/> voyeur system
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/// needs.
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///
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/// <para>Owns a <see cref="TargetManager"/> (retail
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/// <c>CPhysicsObj::target_manager</c>). Its <c>set_target</c>/<c>clear_target</c>/
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/// <c>add_voyeur</c>/<c>remove_voyeur</c>/<c>receive_target_update</c> seams
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/// forward to it exactly as retail's CPhysicsObj does; the movement managers'
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/// target seams are repointed here, replacing the AP-79 poll adapter. The
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/// per-entity accessors (position/velocity/radius/contact/clocks) and the
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/// <see cref="HandleUpdateTarget"/> fan-out are injected by the graphical or
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/// no-window host while Runtime retains the host and manager identities.</para>
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///
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/// <para>R5-V3: owns a <see cref="PositionManager"/> too (retail
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/// <c>CPhysicsObj::position_manager</c> — retail creates it lazily via
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/// <c>get_position_manager</c>; acdream constructs it eagerly, which is
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/// behaviorally identical because the empty facade no-ops until its first
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/// <c>StickTo</c>/<c>ConstrainTo</c>). <see cref="HandleUpdateTarget"/> fans
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/// deliveries to the injected MoveToManager fan FIRST, then the
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/// PositionManager — retail <c>CPhysicsObj::HandleUpdateTarget</c> order
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/// (0x00512bc0: MovementManager @0x00512bf0, PositionManager
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/// @0x00512c1a).</para>
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/// </summary>
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public sealed class EntityPhysicsHost : IPhysicsObjHost
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{
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private Func<Position> _getPosition;
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private Func<Vector3> _getVelocity;
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private Func<float> _getRadius;
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private Func<bool> _inContact;
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private Func<float?> _minterpMaxSpeed;
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private Func<double> _curTime;
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private Func<double> _physicsTimerTime;
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private Func<uint, IPhysicsObjHost?> _getObjectA;
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private Action<TargetInfo> _handleUpdateTarget;
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private Action _interruptCurrentMovement;
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private readonly TargetManager _targetManager;
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public EntityPhysicsHost(
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uint id,
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Func<Position> getPosition,
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Func<Vector3> getVelocity,
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Func<float> getRadius,
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Func<bool> inContact,
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Func<float?> minterpMaxSpeed,
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Func<double> curTime,
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Func<double> physicsTimerTime,
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Func<uint, IPhysicsObjHost?> getObjectA,
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Action<TargetInfo> handleUpdateTarget,
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Action interruptCurrentMovement)
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{
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Id = id;
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_getPosition = null!;
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_getVelocity = null!;
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_getRadius = null!;
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_inContact = null!;
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_minterpMaxSpeed = null!;
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_curTime = null!;
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_physicsTimerTime = null!;
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_getObjectA = null!;
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_handleUpdateTarget = null!;
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_interruptCurrentMovement = null!;
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Rebind(
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getPosition,
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getVelocity,
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getRadius,
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inContact,
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minterpMaxSpeed,
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curTime,
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physicsTimerTime,
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getObjectA,
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handleUpdateTarget,
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interruptCurrentMovement);
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_targetManager = new TargetManager(this);
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PositionManager = new PositionManager(this);
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}
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/// <summary>
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/// Rebinds the changing CPhysicsObj access seams without replacing this
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/// object's retail-lifetime managers. A static/minimal live object can gain
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/// a MovementManager later, and the local player controller can be rebuilt,
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/// but retail keeps the same CPhysicsObj, TargetManager, and PositionManager
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/// for the accepted INSTANCE_TS incarnation. Existing voyeur, sticky, and
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/// constraint state therefore survives the upgrade.
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/// </summary>
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private void Rebind(
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Func<Position> getPosition,
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Func<Vector3> getVelocity,
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Func<float> getRadius,
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Func<bool> inContact,
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Func<float?> minterpMaxSpeed,
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Func<double> curTime,
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Func<double> physicsTimerTime,
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Func<uint, IPhysicsObjHost?> getObjectA,
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Action<TargetInfo> handleUpdateTarget,
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Action interruptCurrentMovement)
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{
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ArgumentNullException.ThrowIfNull(getPosition);
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ArgumentNullException.ThrowIfNull(getVelocity);
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ArgumentNullException.ThrowIfNull(getRadius);
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ArgumentNullException.ThrowIfNull(inContact);
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ArgumentNullException.ThrowIfNull(minterpMaxSpeed);
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ArgumentNullException.ThrowIfNull(curTime);
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ArgumentNullException.ThrowIfNull(physicsTimerTime);
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ArgumentNullException.ThrowIfNull(getObjectA);
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ArgumentNullException.ThrowIfNull(handleUpdateTarget);
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ArgumentNullException.ThrowIfNull(interruptCurrentMovement);
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_getPosition = getPosition;
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_getVelocity = getVelocity;
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_getRadius = getRadius;
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_inContact = inContact;
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_minterpMaxSpeed = minterpMaxSpeed;
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_curTime = curTime;
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_physicsTimerTime = physicsTimerTime;
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_getObjectA = getObjectA;
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_handleUpdateTarget = handleUpdateTarget;
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_interruptCurrentMovement = interruptCurrentMovement;
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}
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/// <summary>
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/// Applies a freshly composed delegate configuration while retaining this
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/// host's exact identity and manager instances.
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/// </summary>
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internal void RebindFrom(EntityPhysicsHost configuration)
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{
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ArgumentNullException.ThrowIfNull(configuration);
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if (configuration.Id != Id)
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throw new ArgumentException(
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"A physics-host configuration must match the existing host GUID.",
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nameof(configuration));
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Rebind(
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configuration._getPosition,
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configuration._getVelocity,
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configuration._getRadius,
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configuration._inContact,
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configuration._minterpMaxSpeed,
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configuration._curTime,
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configuration._physicsTimerTime,
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configuration._getObjectA,
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configuration._handleUpdateTarget,
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configuration._interruptCurrentMovement);
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}
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// ── IPhysicsObjHost accessors ──────────────────────────────────────────
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public uint Id { get; }
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public Position Position => _getPosition();
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public Vector3 Velocity => _getVelocity();
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public float Radius => _getRadius();
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public bool InContact => _inContact();
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public float? MinterpMaxSpeed => _minterpMaxSpeed();
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public double CurTime => _curTime();
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public double PhysicsTimerTime => _physicsTimerTime();
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/// <summary>The owned voyeur manager (retail
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/// <c>CPhysicsObj::target_manager</c>).</summary>
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public TargetManager TargetManager => _targetManager;
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/// <summary>R5-V3 — the owned <see cref="PositionManager"/> facade (retail
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/// <c>CPhysicsObj::position_manager</c>): sticky follow + (unarmed)
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/// constraint leash. Seam targets: <c>MoveToManager.StickTo/Unstick</c>,
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/// <c>MotionInterpreter.UnstickFromObject</c>, the per-tick
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/// <c>AdjustOffset</c>/<c>UseTime</c> drivers.</summary>
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public PositionManager PositionManager { get; }
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// ── IPhysicsObjHost fan-out / target-tracking seams ────────────────────
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public IPhysicsObjHost? GetObjectA(uint id) => _getObjectA(id);
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public IPhysicsObjHost? GetRelationshipTarget(uint objectId) =>
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_targetManager.GetRelationshipTarget(objectId);
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public void HandleUpdateTarget(TargetInfo info)
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{
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// Retail CPhysicsObj::HandleUpdateTarget (0x00512bc0) fan order:
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// MovementManager (the injected MoveToManager fan) first, then
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// PositionManager (@0x00512c1a — the R5-V3 sticky consumer).
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_handleUpdateTarget(info);
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PositionManager.HandleUpdateTarget(info);
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}
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public void InterruptCurrentMovement() => _interruptCurrentMovement();
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public void SetTarget(uint contextId, uint objectId, float radius, double quantum)
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=> _targetManager.SetTarget(contextId, objectId, radius, quantum);
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public void ClearTarget() => _targetManager.ClearTarget();
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public void ReceiveTargetUpdate(TargetInfo info, IPhysicsObjHost sender) =>
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_targetManager.ReceiveUpdate(info, sender);
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public void AddVoyeur(IPhysicsObjHost watcher, float radius, double quantum)
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=> _targetManager.AddVoyeur(watcher, radius, quantum);
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public void RemoveVoyeur(uint watcherId, IPhysicsObjHost expectedWatcher) =>
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_targetManager.RemoveVoyeur(watcherId, expectedWatcher);
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// ── per-tick driver + Runtime-owned lifecycle ──────────────────────────
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/// <summary>Retail <c>TargetManager::HandleTargetting</c> — the per-tick
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/// voyeur sweep (self-throttled to 0.5 s). Retail runs it unconditionally
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/// for every entity in <c>UpdateObjectInternal</c>, BEFORE the movement
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/// managers' <c>UseTime</c>.</summary>
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public void HandleTargetting() => _targetManager.HandleTargetting();
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/// <summary>Retail <c>CPhysicsObj::exit_world</c>'s
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/// <c>TargetManager::NotifyVoyeurOfEvent(ExitWorld)</c> — tell every
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/// watcher of this entity that it left the world (they drop the
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/// stick/moveto). Called on despawn before the host is removed from the
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/// registry.</summary>
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public void NotifyExitWorld() => _targetManager.NotifyVoyeurOfEvent(TargetStatus.ExitWorld);
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/// <summary>
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/// A Hidden object remains logically alive but is removed from the cell
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/// lookup/interaction surface. Retail's DetectionManager sends
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/// <c>LeftDetection</c> from <c>CObjCell::hide_object</c>; that manager is
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/// not ported yet, so the current host bridges the same unavailability edge
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/// through the existing target fan-out. The non-Ok update tears down watcher
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/// MoveTo/Sticky consumers, and the watched-role table is cleared so an
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/// UnHide re-subscription receives a fresh initial snapshot. The object's
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/// own watcher role is deliberately preserved.
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/// </summary>
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public void NotifyHidden() =>
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_targetManager.NotifyVoyeurOfEventAndClear(TargetStatus.ExitWorld);
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/// <summary>R5-V3 (#171): retail <c>CPhysicsObj::teleport_hook</c>'s tail
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/// (0x00514ed0 @0x00514f1b-0x00514f28) — <c>TargetManager::ClearTarget</c>
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/// (drop this entity's OWN subscription) then
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/// <c>NotifyVoyeurOfEvent(Teleported)</c> (every entity watching THIS one
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/// drops its stick/moveto — <c>StickyManager::HandleUpdateTarget</c>'s
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/// non-Ok teardown path). Called after a teleport placement.</summary>
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public void NotifyTeleported()
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{
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_targetManager.ClearTarget();
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_targetManager.NotifyVoyeurOfEvent(TargetStatus.Teleported);
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}
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}
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