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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@ -678,6 +678,14 @@ public sealed class MotionInterpreter : IMotionDoneSink
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/// </summary>
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public Action? RemoveLinkAnimations { get; set; }
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/// <summary>
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/// #270 diagnostic identity (2026-07-30): the owning entity's server
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/// guid, stamped by the binding layer so [UM-ACT]/[MT-FAIL] probe lines
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/// are attributable (probe-identity-attribution lesson). 0 = unset.
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/// Strip with the #270 probes.
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/// </summary>
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public uint DiagnosticGuid { get; set; }
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/// <summary>
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/// R3-W4 no-op seam standing in for retail
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/// <c>CPhysicsObj::InitializeMotionTables</c>, called from
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@ -2779,7 +2787,7 @@ public sealed class MotionInterpreter : IMotionDoneSink
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if (PhysicsDiagnostics.DumpMotionEnabled)
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{
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Console.WriteLine(
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$"[UM-ACT] cmd=0x{a.Command:X8} stamp={incoming} stored={stored} "
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$"[UM-ACT] guid={DiagnosticGuid:X8} cmd=0x{a.Command:X8} stamp={incoming} stored={stored} "
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+ $"newer={newer} auton={a.Autonomous} localSkip={IsLocalPlayer && a.Autonomous}");
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}
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@ -3038,8 +3046,10 @@ public sealed class MotionInterpreter : IMotionDoneSink
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if (!dispatchOk && PhysicsDiagnostics.DumpMotionEnabled)
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{
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Console.WriteLine(
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$"[MT-FAIL] motion=0x{motion:X8} speed={p.Speed:F2} "
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+ $"style=0x{InterpretedState.CurrentStyle:X8} substate=0x{InterpretedState.ForwardCommand:X8}");
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$"[MT-FAIL] guid={DiagnosticGuid:X8} motion=0x{motion:X8} speed={p.Speed:F2} "
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+ $"style=0x{InterpretedState.CurrentStyle:X8} substate=0x{InterpretedState.ForwardCommand:X8} "
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+ $"contact={PhysicsObj.TransientState.HasFlag(TransientStateFlags.Contact)} "
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+ $"walkable={PhysicsObj.TransientState.HasFlag(TransientStateFlags.OnWalkable)}");
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}
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if (!dispatchOk)
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