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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@ -19,7 +19,7 @@ public sealed class RemoteTeleportPlacementTests
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0x01010001u,
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new Vector3(3f, 4f, 5f),
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new Vector3(3f, 4f, 5f));
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var remote = new AcDream.App.Physics.RemoteMotion(body);
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var remote = new AcDream.Runtime.Physics.RemoteMotion(body);
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Quaternion orientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, 0.75f);
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RemoteTeleportPlacement.Apply(
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@ -54,7 +54,7 @@ public sealed class RemoteTeleportPlacementTests
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State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
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};
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var contactPlane = new Plane(Vector3.UnitZ, 0f);
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var remote = new AcDream.App.Physics.RemoteMotion(body)
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var remote = new AcDream.Runtime.Physics.RemoteMotion(body)
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{
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Airborne = true,
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};
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@ -97,7 +97,7 @@ public sealed class RemoteTeleportPlacementTests
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// landblock is absent. SetPositionInternal must still receive the
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// grounded source edge captured before parking.
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body.TransientState &= ~(TransientStateFlags.Contact | TransientStateFlags.OnWalkable);
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var remote = new AcDream.App.Physics.RemoteMotion(body)
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var remote = new AcDream.Runtime.Physics.RemoteMotion(body)
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{
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Airborne = true,
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};
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@ -141,7 +141,7 @@ public sealed class RemoteTeleportPlacementTests
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// calc_acceleration, which clears grounded angular drift, before
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// set_on_walkable installs the steep destination's false value.
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body.TransientState &= ~(TransientStateFlags.Contact | TransientStateFlags.OnWalkable);
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var remote = new AcDream.App.Physics.RemoteMotion(body);
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var remote = new AcDream.Runtime.Physics.RemoteMotion(body);
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RemoteTeleportPlacement.Apply(
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remote,
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@ -171,7 +171,7 @@ public sealed class RemoteTeleportPlacementTests
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{
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var original = new Vector3(7f, 8f, 9f);
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var body = new PhysicsBody { Position = original };
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var remote = new AcDream.App.Physics.RemoteMotion(body);
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var remote = new AcDream.Runtime.Physics.RemoteMotion(body);
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Assert.Throws<ArgumentOutOfRangeException>(() =>
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RemoteTeleportPlacement.Apply(
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