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