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

@ -1,4 +1,15 @@
global using AcDream.Runtime.Gameplay;
global using AcDream.Runtime.Physics;
global using ILiveEntityRemoteMotionRuntime =
AcDream.Runtime.Physics.IRuntimeRemoteMotion;
global using ILiveEntityPhysicsHostConsumer =
AcDream.Runtime.Physics.IRuntimePhysicsHostConsumer;
global using ILiveEntityCanonicalRuntimeConsumer =
AcDream.Runtime.Physics.IRuntimeCanonicalPhysicsConsumer;
global using ILiveEntityCanonicalCellConsumer =
AcDream.Runtime.Physics.IRuntimeCanonicalCellConsumer;
global using ILiveEntityRemotePlacementRuntime =
AcDream.Runtime.Physics.IRuntimeRemotePlacement;
global using LocalPlayerControllerSlot =
AcDream.Runtime.Gameplay.RuntimeLocalPlayerMovementState;
global using ILocalPlayerControllerSource =