fix #270: retry spawn placement until first success (lost-cell recovery analog) + attributed probes
The creation-only spawn placement could no-op or fail during the login flood (cell id not yet hydrated / streaming collision not resident) with nothing retrying - monsters created in that window stayed airborne-flagged forever and their action animations remained refused. Retail's answer to 'object addressed before its cell exists' is the CObjectMaint lost-cell list (GotoLostCell): park, re-place when the cell is available. The UM dispatch path now retries SeedRemoteSpawnPlacement while the body has never been successfully placed (no contact AND no stored plane); one success ends the retries. Probes: [SPAWN-PLACE] logs each placement outcome (guid/cell/ok/ contact/walkable); [UM-ACT]/[MT-FAIL] now carry the owning guid via MotionInterpreter.DiagnosticGuid (probe-identity-attribution lesson) plus the body's live contact/walkable flags. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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3 changed files with 35 additions and 8 deletions
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@ -190,6 +190,12 @@ internal sealed class LiveEntityNetworkUpdateController
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| AcDream.Core.Physics.ObjectInfoState.EdgeSlide
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: AcDream.Core.Physics.ObjectInfoState.EdgeSlide,
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movingEntityId: entity.Id);
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if (AcDream.Core.Physics.PhysicsDiagnostics.DumpMotionEnabled)
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{
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Console.WriteLine(
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$"[SPAWN-PLACE] guid={serverGuid:X8} cell=0x{cellId:X8} ok={placement.Ok} "
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+ $"contact={placement.InContact} walkable={placement.OnWalkable}");
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}
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if (!placement.Ok)
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return; // unplaceable — stays airborne, like a failed retail placement
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@ -720,15 +726,24 @@ internal sealed class LiveEntityNetworkUpdateController
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update.Guid);
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remote.Body.Orientation = entity.Rotation;
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remote.Body.Position = entity.Position;
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// #270: run the retail spawn placement so the fresh body has
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// real ground contact BEFORE the funnel below dispatches this
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// packet's actions — a first-ever-UM attack swing needs
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// contact_allows_move true to animate.
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}
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// #270: run the retail spawn placement so the body has real ground
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// contact BEFORE the funnel below dispatches this packet's actions —
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// an attack swing needs contact_allows_move true to animate. Retried
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// (not creation-only) while the body has never been successfully
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// placed: creation during the login flood can precede streaming
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// residency or the entity's cell hydration, and retail's own answer
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// to "object addressed before its cell exists" is the
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// CObjectMaint lost-cell list — park it, re-place when the cell is
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// available. The no-contact-and-no-plane predicate is exactly
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// "never placed"; one success ends the retries.
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if (!remote.Body.InContact && !remote.Body.ContactPlaneValid)
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{
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SeedRemoteSpawnPlacement(
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remote,
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update.Guid,
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entity,
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entity.Position,
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remote.Body.Position,
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// Interior live entities carry ParentCellId; outdoor live
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// entities carry the outdoor landcell in EffectCellId (see
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// WorldEntity's cell-field docs). 0 → helper no-ops.
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