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

@ -663,9 +663,9 @@ public sealed class UpdateFrameOrchestratorTests
playerModeSource,
"controller.PreparePositionForCommit(",
"_camera.EnterChaseMode(legacyCamera, retailCamera);",
"EntityPhysicsHost.SelectStableHostWithoutRebind(",
"EntityPhysicsHostComposition.SelectStableHostWithoutRebind(",
"_shadow.SyncPose(",
"EntityPhysicsHost.InstallOrRebind(",
"EntityPhysicsHostComposition.InstallOrRebind(",
"playerEntity.SetPosition(initial.Position);",
"controller.CommitPreparedPosition();",
"_controllerSlot.Controller = controller;",