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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@ -191,15 +191,20 @@ public sealed class LandblockStaticPresentationPublisherTests
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private static FixtureState Fixture()
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{
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var cache = new PhysicsDataCache();
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var engine = new PhysicsEngine { DataCache = cache };
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var entityObjects =
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new AcDream.Runtime.Entities.RuntimeEntityObjectLifetime(
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new PhysicsDataCache());
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PhysicsDataCache cache = entityObjects.Physics.DataCache;
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PhysicsEngine engine = entityObjects.Physics.Engine;
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var gpuState = new GpuWorldState();
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var render = new LandblockRenderPublisher(
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static (_, _, _) => { },
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static _ => { },
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new CellVisibility(),
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gpuState);
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var physics = new LandblockPhysicsPublisher(engine, HeightTable);
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var physics = new LandblockPhysicsPublisher(
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entityObjects.Physics,
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HeightTable);
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var lights = new LightManager();
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var lighting = new LightingHookSink(lights, new NullPoseSource());
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var translucency = new TranslucencyFadeManager();
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