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

@ -504,8 +504,11 @@ public sealed class LandblockConcretePresentationPipelineTests
var state = new GpuWorldState(
new LandblockSpawnAdapter(new RecordingMeshAdapter(calls)),
entityScriptActivator: activator);
var cache = new PhysicsDataCache();
var engine = new PhysicsEngine { DataCache = cache };
var entityObjects =
new AcDream.Runtime.Entities.RuntimeEntityObjectLifetime(
new PhysicsDataCache());
PhysicsDataCache cache = entityObjects.Physics.DataCache;
PhysicsEngine engine = entityObjects.Physics.Engine;
var render = new LandblockRenderPublisher(
(_, _, _) => calls.Add("terrain"),
removeTerrain ?? (_ => calls.Add("terrain-remove")),
@ -513,7 +516,9 @@ public sealed class LandblockConcretePresentationPipelineTests
state,
commitEnvCells: commitEnvCells,
removeEnvCells: removeEnvCells ?? (_ => calls.Add("envcell-remove")));
var physics = new LandblockPhysicsPublisher(engine, new float[256]);
var physics = new LandblockPhysicsPublisher(
entityObjects.Physics,
new float[256]);
var lights = new LightManager();
var lighting = new LightingHookSink(
lights,