feat(runtime): first-entry conductor sequences local-player world entry
Cutover slice C3a: the resumable transaction that dissolves the C3 flip's circularity finding. RuntimeLocalPlayerFirstEntryState drives the local player's complete entry in retail's own order — authored-mover preparation (the makeObject/set_description shape analog, via a pure no-submit extraction TryPrepareAuthoredMover), the publication chain's off-canonical Prepare + atomic body Commit against the residence's exact placement token, the Evaluate/CommitActivation enter-world analog, the Place-receipt acknowledgement as that act's virtualized completion, and only then the executor's FIFO drain (retail: enter_world at 93824 strictly precedes ProcessObjectNetBlobs at 93831). Five stages, eight typed statuses, exactly-once per stage under retry, no second token copies, and an acknowledge-stage discriminator that separates not-yet-FIFO-head (retryable) from authority-moved (typed abandonment) — a mid-flight delete can no longer strand a retry-forever entry. The residence retirement notification becomes an ordered multicast (snapshot-iterated per the event-stream precedent), the lifetime constructs the conductor with a late-bind Publication seam (transactional unbound failure — no mutation before the throw), deletion/reset converge the conductor automatically through the same choke points as the executor, and its active count is in the ownership snapshot and IsConverged. Dormant: no production Advance caller; GameRuntime binding is C3c's first act. Reviewed: retail-conformance PASS (the stage order verified step-for-step against retail's entry sequence; the live-controller-on- abandonment invariant proven structurally enforced and retail-correct — retail has no entry-flow rollback) + architecture/adversarial PASS after one fix round (acknowledge-stage authority discrimination; the wiring fold; two prescribed pre-C3c hardenings). Runtime 948/948; complete Release solution green across all nine projects. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
874d94bf34
commit
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6 changed files with 1816 additions and 29 deletions
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@ -4,6 +4,7 @@ using AcDream.Core.Items;
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using AcDream.Core.Net;
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using AcDream.Core.Net.Messages;
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using AcDream.Core.Physics;
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using AcDream.Runtime.Gameplay;
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using AcDream.Runtime.Physics;
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namespace AcDream.Runtime.Entities;
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@ -56,7 +57,14 @@ public readonly record struct RuntimeEntityObjectOwnershipSnapshot(
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/// SAME underlying receipt stream - unlike ReplayFailureCount above,
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/// this is NOT a diagnostic-only counter.
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/// </summary>
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int PendingCompletionReceiptCount = 0)
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int PendingCompletionReceiptCount = 0,
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/// <summary>
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/// C3a/F2: outstanding <c>AcDream.Runtime.Gameplay.RuntimeLocalPlayerFirstEntryState</c>
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/// tracked keys - dormant (no production caller of its own
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/// <c>Advance</c>), but fully constructed/wired like every other owner
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/// here, so its own ownership must converge to zero the same way.
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/// </summary>
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int LocalPlayerFirstEntryActiveCount = 0)
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{
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public bool IsConverged =>
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IsDisposed
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@ -78,6 +86,7 @@ public readonly record struct RuntimeEntityObjectOwnershipSnapshot(
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&& InitialCreateResidenceLeaseCount == 0
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&& InitialCreateExecutorProgressCount == 0
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&& PendingCompletionReceiptCount == 0
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&& LocalPlayerFirstEntryActiveCount == 0
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&& StreamSubscriberCount == 0
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&& PlacementStreamSubscriberCount == 0
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&& PendingDispatchCount == 0
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@ -157,6 +166,16 @@ public sealed class RuntimeEntityObjectLifetime : IDisposable
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RegisterEntityWithInitialResidence(spawn, isLocalPlayer),
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(canonical, version, spawn, replaceGeneration) =>
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ApplyAcceptedSpawn(canonical, version, spawn, replaceGeneration));
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// C3a/F2: dormant - no production caller of its own Advance - but
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// constructed and wired exactly like the executor above so its
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// ownership converges the same way. RuntimeLocalPlayerPhysicsPublicationState
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// does not exist yet at this point (GameRuntime builds
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// RuntimeLocalPlayerMovementState, then attaches its publication,
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// only after this lifetime); BindPublication supplies it later.
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LocalPlayerFirstEntry = new RuntimeLocalPlayerFirstEntryState(
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InitialCreateResidences,
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InitialCreateExecution,
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Physics);
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// Round 3 B3: every residence retirement path - not only the
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// executor's own DiscardProgress calls - must converge the
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// executor's progress AND its separately-tracked pending
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@ -165,6 +184,12 @@ public sealed class RuntimeEntityObjectLifetime : IDisposable
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// residence state referencing the executor type directly.
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InitialCreateResidences.BindRetirementNotification(
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key => InitialCreateExecution.DiscardProgress(key));
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// C3a/F2: the SAME multicast retirement notification also reaps the
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// first-entry conductor's tracked progress - see
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// RuntimeInitialCreateResidenceState.BindRetirementNotification's
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// updated doc comment for why this is now multicast.
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InitialCreateResidences.BindRetirementNotification(
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key => LocalPlayerFirstEntry.Forget(key));
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// F2: reaps the executor's completion-receipt correlation entry
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// exactly when a host acknowledges the ExecutorCompleted receipt it
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// correlates - mirrors the residence-retirement binding immediately
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@ -210,6 +235,16 @@ public sealed class RuntimeEntityObjectLifetime : IDisposable
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RegisterEntityWithInitialResidence(spawn, isLocalPlayer),
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(canonical, version, spawn, replaceGeneration) =>
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ApplyAcceptedSpawn(canonical, version, spawn, replaceGeneration));
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// C3a/F2: dormant - no production caller of its own Advance - but
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// constructed and wired exactly like the executor above so its
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// ownership converges the same way. RuntimeLocalPlayerPhysicsPublicationState
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// does not exist yet at this point (GameRuntime builds
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// RuntimeLocalPlayerMovementState, then attaches its publication,
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// only after this lifetime); BindPublication supplies it later.
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LocalPlayerFirstEntry = new RuntimeLocalPlayerFirstEntryState(
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InitialCreateResidences,
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InitialCreateExecution,
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Physics);
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// Round 3 B3: every residence retirement path - not only the
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// executor's own DiscardProgress calls - must converge the
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// executor's progress AND its separately-tracked pending
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@ -218,6 +253,12 @@ public sealed class RuntimeEntityObjectLifetime : IDisposable
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// residence state referencing the executor type directly.
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InitialCreateResidences.BindRetirementNotification(
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key => InitialCreateExecution.DiscardProgress(key));
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// C3a/F2: the SAME multicast retirement notification also reaps the
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// first-entry conductor's tracked progress - see
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// RuntimeInitialCreateResidenceState.BindRetirementNotification's
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// updated doc comment for why this is now multicast.
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InitialCreateResidences.BindRetirementNotification(
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key => LocalPlayerFirstEntry.Forget(key));
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// F2: reaps the executor's completion-receipt correlation entry
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// exactly when a host acknowledges the ExecutorCompleted receipt it
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// correlates - mirrors the residence-retirement binding immediately
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@ -263,6 +304,16 @@ public sealed class RuntimeEntityObjectLifetime : IDisposable
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RegisterEntityWithInitialResidence(spawn, isLocalPlayer),
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(canonical, version, spawn, replaceGeneration) =>
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ApplyAcceptedSpawn(canonical, version, spawn, replaceGeneration));
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// C3a/F2: dormant - no production caller of its own Advance - but
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// constructed and wired exactly like the executor above so its
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// ownership converges the same way. RuntimeLocalPlayerPhysicsPublicationState
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// does not exist yet at this point (GameRuntime builds
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// RuntimeLocalPlayerMovementState, then attaches its publication,
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// only after this lifetime); BindPublication supplies it later.
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LocalPlayerFirstEntry = new RuntimeLocalPlayerFirstEntryState(
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InitialCreateResidences,
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InitialCreateExecution,
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Physics);
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// Round 3 B3: every residence retirement path - not only the
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// executor's own DiscardProgress calls - must converge the
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// executor's progress AND its separately-tracked pending
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@ -271,6 +322,12 @@ public sealed class RuntimeEntityObjectLifetime : IDisposable
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// residence state referencing the executor type directly.
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InitialCreateResidences.BindRetirementNotification(
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key => InitialCreateExecution.DiscardProgress(key));
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// C3a/F2: the SAME multicast retirement notification also reaps the
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// first-entry conductor's tracked progress - see
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// RuntimeInitialCreateResidenceState.BindRetirementNotification's
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// updated doc comment for why this is now multicast.
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InitialCreateResidences.BindRetirementNotification(
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key => LocalPlayerFirstEntry.Forget(key));
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// F2: reaps the executor's completion-receipt correlation entry
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// exactly when a host acknowledges the ExecutorCompleted receipt it
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// correlates - mirrors the residence-retirement binding immediately
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@ -295,6 +352,7 @@ public sealed class RuntimeEntityObjectLifetime : IDisposable
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{ get; }
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internal RuntimeInitialCreateContinuationExecutor InitialCreateExecution
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{ get; }
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internal RuntimeLocalPlayerFirstEntryState LocalPlayerFirstEntry { get; }
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public RuntimeEntityObjectOwnershipSnapshot CaptureOwnership()
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{
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@ -330,7 +388,8 @@ public sealed class RuntimeEntityObjectLifetime : IDisposable
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parents.DeferredAcceptedRelationCount,
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InitialCreateExecution.ReplayFailureCount,
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InitialCreateExecution.LastReplayFailure is not null,
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InitialCreateExecution.PendingCompletionReceiptCount);
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InitialCreateExecution.PendingCompletionReceiptCount,
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LocalPlayerFirstEntry.CaptureOwnership().ActiveCount);
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}
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public void BindEventContext(
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@ -1674,6 +1733,7 @@ public sealed class RuntimeEntityObjectLifetime : IDisposable
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RuntimeEntityRecord[] active = Entities.ActiveRecords.ToArray();
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InitialCreateResidences.Clear();
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InitialCreateExecution.DiscardAll();
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LocalPlayerFirstEntry.DiscardAll();
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Physics.CollisionReports.LeaveWorldBatch(active);
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Physics.ResetSessionPhysics();
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Entities.BeginSessionClear();
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@ -489,7 +489,7 @@ internal sealed class RuntimeInitialCreateResidenceState
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private readonly Dictionary<RuntimeEntityKey, Entry> _entries = [];
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private readonly Dictionary<RuntimeEntityKey, CompletedEntry> _completed = [];
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private Func<RuntimeGenerationToken>? _generation;
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private Action<RuntimeEntityKey>? _retirementNotification;
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private readonly List<Action<RuntimeEntityKey>> _retirementNotifications = [];
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private ulong _nextLeaseId;
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internal RuntimeInitialCreateResidenceState(
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@ -524,17 +524,36 @@ internal sealed class RuntimeInitialCreateResidenceState
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/// leave the executor's progress AND its separately-tracked pending
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/// continuation placement token orphaned - this class owns no reference
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/// to the executor type, so the lifetime binds a plain delegate here
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/// instead.
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/// instead. Multicast (ordered invocation list, registration order) so a
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/// second independent per-key owner (e.g. the local-player first-entry
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/// conductor) can subscribe to the SAME retirements the executor already
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/// does, without either overwriting the other's binding.
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/// </summary>
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internal void BindRetirementNotification(Action<RuntimeEntityKey> notify)
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{
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ArgumentNullException.ThrowIfNull(notify);
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if (_retirementNotification is not null)
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{
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throw new InvalidOperationException(
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"The initial Create residence retirement notification is already bound.");
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}
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_retirementNotification = notify;
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_retirementNotifications.Add(notify);
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}
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/// <summary>
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/// H1: snapshots the subscriber list before invoking anything, mirroring
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/// <see cref="RuntimeEntityObjectEventStream"/>'s own copy-on-write
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/// dispatch precedent. A subscriber binding a NEW notification from
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/// inside a retirement callback it is itself receiving (e.g. a future
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/// third, runtime-bound subscriber added at C3c) must not corrupt or be
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/// skipped by THIS iteration - <c>_retirementNotifications</c> is a
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/// plain <see cref="List{T}"/>, so iterating it directly while
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/// <see cref="BindRetirementNotification"/> appends to it mid-loop would
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/// throw <see cref="InvalidOperationException"/> ("Collection was
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/// modified"). <c>ToArray()</c> is the right granularity here (unlike
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/// the event stream's <see cref="Volatile"/>-guarded array swap) because
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/// binding only ever happens a handful of times at construction, never
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/// on a hot per-frame path.
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/// </summary>
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private void NotifyRetirement(RuntimeEntityKey key)
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{
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foreach (Action<RuntimeEntityKey> notify in _retirementNotifications.ToArray())
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notify(key);
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}
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internal bool CanAcceptCreate(WorldSession.EntitySpawn incoming)
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@ -1003,7 +1022,7 @@ internal sealed class RuntimeInitialCreateResidenceState
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lease = entry.Lease;
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cancellation = _setPosition.ForgetExactPlacement(
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lease.Placement);
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_retirementNotification?.Invoke(key);
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NotifyRetirement(key);
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return true;
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}
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if (record.Key is { } completedKey
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@ -1016,7 +1035,7 @@ internal sealed class RuntimeInitialCreateResidenceState
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lease = completed.Lease;
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cancellation = _setPosition.ForgetExactPlacement(
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lease.Placement);
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_retirementNotification?.Invoke(completedKey);
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NotifyRetirement(completedKey);
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return true;
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}
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lease = default;
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@ -1052,13 +1071,10 @@ internal sealed class RuntimeInitialCreateResidenceState
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{
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_setPosition.PublishCancellation(cancellations[index]);
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}
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if (_retirementNotification is { } notify)
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{
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foreach (Entry entry in active)
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notify(entry.Lease.Token.Entity);
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foreach (CompletedEntry entry in completed)
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notify(entry.Receipt.Token.Entity);
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}
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foreach (Entry entry in active)
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NotifyRetirement(entry.Lease.Token.Entity);
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foreach (CompletedEntry entry in completed)
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NotifyRetirement(entry.Receipt.Token.Entity);
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}
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internal RuntimeInitialCreateResidenceOwnershipSnapshot CaptureOwnership() =>
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@ -1245,7 +1261,7 @@ internal sealed class RuntimeInitialCreateResidenceState
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RuntimePlacementCancellationReceipt cancellation =
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_setPosition.ForgetExactPlacement(entry.Lease.Placement);
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_setPosition.PublishCancellation(cancellation);
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_retirementNotification?.Invoke(key);
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NotifyRetirement(key);
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}
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private void Retire(CompletedEntry entry)
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@ -1255,6 +1271,6 @@ internal sealed class RuntimeInitialCreateResidenceState
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RuntimePlacementCancellationReceipt cancellation =
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_setPosition.ForgetExactPlacement(entry.Lease.Placement);
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_setPosition.PublishCancellation(cancellation);
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_retirementNotification?.Invoke(key);
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NotifyRetirement(key);
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}
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}
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@ -0,0 +1,690 @@
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using AcDream.Content;
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using AcDream.Runtime.Entities;
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using AcDream.Runtime.Physics;
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namespace AcDream.Runtime.Gameplay;
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/// <summary>
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/// Typed yields for <see cref="RuntimeLocalPlayerFirstEntryState.Advance"/>.
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/// Mirrors the executor's own <c>RuntimeInitialCreateExecutionStatus</c>
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/// shape (terminal Completed/RejectedToken/RejectedAuthority plus named
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/// retryable yields) rather than inventing a parallel vocabulary.
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/// </summary>
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internal enum RuntimeLocalPlayerFirstEntryStatus : byte
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{
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/// <summary>
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/// The underlying <see cref="RuntimeInitialCreateContinuationExecutor.Execute"/>
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/// call reported <c>Completed</c>: residence consumed, initial tail and
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/// FIFO drained, ExecutorCompleted receipt dispatched on the placement
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/// stream. Terminal; the conductor's own progress entry is removed.
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/// </summary>
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Completed,
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/// <summary>
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/// The authored-mover Setup read
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/// (<see cref="RuntimeSetPositionState.TryPrepareAuthoredMover"/>) is not
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/// yet available (<c>RetrySetupUnavailable</c>) — the prepared-asset
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/// package has not landed. Retry <see cref="RuntimeLocalPlayerFirstEntryState.Advance"/>
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/// with the same arguments once it has; no Runtime state changed.
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/// </summary>
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AwaitingCollisionSource,
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/// <summary>
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/// <see cref="RuntimeLocalPlayerPhysicsPublicationState.EvaluateActivation"/>
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/// or <see cref="RuntimeLocalPlayerPhysicsPublicationState.CommitActivation"/>
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/// yielded <c>DeferredCell</c> or a retryable <c>RejectedPlacement</c> —
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/// the destination cell's collision generation is not ready, or the
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/// placement needs re-evaluation after some other change. Retry later
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/// (e.g. on a collision-generation wake); the dormant activation lease
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/// itself remains intact and is re-driven from the same stage.
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/// </summary>
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AwaitingActivation,
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/// <summary>
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/// The activation committed but its <c>Place</c> projection has not been
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/// acknowledged yet — either <see cref="RuntimeSetPositionState.AcknowledgeProjection"/>
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/// was not (yet) the exact FIFO head, or the subsequent
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/// <see cref="RuntimeInitialCreateContinuationExecutor.Execute"/> call
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/// still observed <c>PendingPlacement</c> from
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/// <see cref="RuntimeInitialCreateResidenceState.Complete"/>. Retry the
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/// same stage.
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/// </summary>
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AwaitingReceiptAcknowledgement,
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/// <summary>
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/// Passthrough of the executor's own <c>AwaitingContinuationPlacement</c>
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/// — a later FIFO continuation (a Position update accepted while this
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/// entity's initial placement was in flight) needs its own authored
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/// placement prepared/submitted/acknowledged before the drain can
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/// finish. Entirely the executor's own concern from this point forward;
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/// the conductor's job (residence -> publication -> Execute) is done as
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/// soon as it reaches this yield.
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/// </summary>
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AwaitingContinuationPlacement,
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/// <summary>
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/// A reentrant <see cref="RuntimeLocalPlayerFirstEntryState.Advance"/>
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/// call for the SAME entity arrived while an outer call for it was still
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/// on the stack (mirrors the executor's own <c>_executing</c> fail-closed
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/// guard). Not a Runtime-state rejection — retry once the outer call has
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/// returned.
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/// </summary>
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Contention,
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/// <summary>The residence/placement token no longer matches anything tracked.</summary>
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RejectedToken,
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/// <summary>
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/// An authority-shaped failure (stale epoch/session/identity, deleted or
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/// replaced record, GUID reuse, disposed identity, or an inner
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/// currency check failing during a reentrant callback). Abandoned: the
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/// conductor's own in-flight publication candidate/activation (if any)
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/// is discarded through the shared choke points and its progress entry
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/// is removed. The caller must begin a fresh first-entry sequence
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/// (a new residence lease) rather than retry this exact call.
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/// </summary>
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RejectedAuthority,
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}
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internal readonly record struct RuntimeLocalPlayerFirstEntryOwnershipSnapshot(
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int ActiveCount)
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{
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internal bool IsConverged => ActiveCount == 0;
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}
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/// <summary>
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/// The dormant, resumable Runtime transaction that dissolves C3's Finding B:
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/// the local player's initial residence lease opens its SetPosition operation
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/// at Create time, but nothing wires the mover-preparation ->
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/// <see cref="RuntimeLocalPlayerPhysicsPublicationState"/> body/controller
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/// attach -> placement acknowledgement -> FIFO drain sequence together into
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/// one driveable state machine. This class ORCHESTRATES the existing,
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/// already-tested residence
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/// (<see cref="RuntimeInitialCreateResidenceState"/>), publication
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/// (<see cref="RuntimeLocalPlayerPhysicsPublicationState"/>), mover
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/// (<see cref="RuntimeSetPositionState.TryPrepareAuthoredMover"/>), and
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/// executor (<see cref="RuntimeInitialCreateContinuationExecutor"/>)
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/// machinery — it reimplements none of their validation and bypasses none of
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/// their staged semantics.
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///
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/// Required order (campaign handoff route-1,
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/// docs/research/2026-07-31-remaining-physics-campaign-handoff.md:280-292):
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/// residence Begin (already done at registration, before this class is ever
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/// invoked) -> authored-mover preparation (Setup read + PrepareMover, which
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/// MUST precede publication Prepare —
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/// <see cref="RuntimeLocalPlayerPhysicsPublicationState.Prepare"/>'s own
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/// <c>CanPrepare</c> gate requires
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/// <see cref="RuntimeSetPositionState.IsExactPreparedPlacementCurrent"/> to
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/// already be true) -> publication Prepare -> publication Commit (the
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/// <see cref="RuntimeSetPositionState.PrepareDormantLocalActivationOwnership"/>
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/// seam attaches the body) -> activation Evaluate/Commit/Finalize ->
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/// Place-receipt acknowledgement -> <see cref="RuntimeInitialCreateContinuationExecutor.Execute"/>
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/// (FIFO drain) -> ExecutorCompleted receipt.
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///
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/// Once <see cref="RuntimeSetPositionState.PrepareDormantLocalActivationOwnership"/>
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/// sets an operation's <c>DormantLocalActivation</c> flag,
|
||||
/// <see cref="RuntimeSetPositionState.SubmitPreparedPlacement"/> (and the
|
||||
/// fused <see cref="RuntimeSetPositionState.TryPrepareAndSubmitAuthoredPlacement"/>)
|
||||
/// must never be called against it again — see <c>RetryDeferred</c>'s "must
|
||||
/// never bypass that path through the ordinary remote CommitCanonical tail"
|
||||
/// comment — so this class calls the mover-only
|
||||
/// <see cref="RuntimeSetPositionState.TryPrepareAuthoredMover"/> half instead
|
||||
/// and never the fused method.
|
||||
///
|
||||
/// Dormant by design: <see cref="RuntimeEntityObjectLifetime"/> fully
|
||||
/// constructs and wires this class (construction, publication binding,
|
||||
/// retirement fan-out, bulk session-clear cleanup, ownership fold) exactly
|
||||
/// like every other owner it builds, but nothing calls
|
||||
/// <see cref="Advance"/> in production — a later slice wires a host to drive
|
||||
/// it.
|
||||
/// </summary>
|
||||
internal sealed class RuntimeLocalPlayerFirstEntryState
|
||||
{
|
||||
private enum Stage : byte
|
||||
{
|
||||
/// <summary>No progress yet, or the mover has not been prepared.</summary>
|
||||
AwaitingMoverPreparation,
|
||||
|
||||
/// <summary>Mover command in hand; publication Prepare+Commit not run yet.</summary>
|
||||
MoverPrepared,
|
||||
|
||||
/// <summary>
|
||||
/// Publication Prepare+Commit succeeded (the body/controller are
|
||||
/// attached to the canonical record); Evaluate+CommitActivation not
|
||||
/// yet reached <c>Committed</c>. Also the retry point for
|
||||
/// <c>DeferredCell</c>/<c>RejectedPlacement</c>.
|
||||
/// </summary>
|
||||
PublicationCommitted,
|
||||
|
||||
/// <summary>
|
||||
/// CommitActivation reached <c>Committed</c>; the Place projection is
|
||||
/// known but not yet acknowledged.
|
||||
/// </summary>
|
||||
ActivationCommitted,
|
||||
|
||||
/// <summary>
|
||||
/// The Place projection has been acknowledged. Only
|
||||
/// <see cref="RuntimeInitialCreateContinuationExecutor.Execute"/>
|
||||
/// remains; re-acknowledging the same (already-consumed) token would
|
||||
/// fail, so this stage is never re-entered by the acknowledgement
|
||||
/// step.
|
||||
/// </summary>
|
||||
Acknowledged,
|
||||
}
|
||||
|
||||
private sealed class Progress
|
||||
{
|
||||
internal required ulong LeaseId { get; init; }
|
||||
internal Stage Stage { get; set; } = Stage.AwaitingMoverPreparation;
|
||||
internal RuntimeSetPositionCommand PreparedCommand { get; set; }
|
||||
internal RuntimeLocalPlayerPhysicsPublicationToken PublicationToken
|
||||
{ get; set; }
|
||||
internal RuntimeLocalPlayerPhysicsActivationToken ActivationToken
|
||||
{ get; set; }
|
||||
internal RuntimePlacementProjectionToken Projection { get; set; }
|
||||
}
|
||||
|
||||
private readonly RuntimeInitialCreateResidenceState _residences;
|
||||
private readonly RuntimeInitialCreateContinuationExecutor _executor;
|
||||
private readonly RuntimePhysicsState _physics;
|
||||
private RuntimeLocalPlayerPhysicsPublicationState? _publication;
|
||||
private readonly Dictionary<RuntimeEntityKey, Progress> _progress = [];
|
||||
private readonly HashSet<RuntimeEntityKey> _executing = [];
|
||||
|
||||
/// <summary>
|
||||
/// F2: <see cref="RuntimeEntityObjectLifetime"/> constructs this class
|
||||
/// (alongside the residence and executor it also owns) BEFORE
|
||||
/// <see cref="RuntimeLocalPlayerPhysicsPublicationState"/> exists —
|
||||
/// <c>GameRuntime</c> creates <c>RuntimeLocalPlayerMovementState</c> and
|
||||
/// attaches its physics publication only after the entity-object lifetime
|
||||
/// is already built. This mirrors the SAME late-bind pattern already
|
||||
/// used throughout this class family (<c>BindGeneration</c>,
|
||||
/// <c>BindRetirementNotification</c>, <c>BindLiveInputs</c>,
|
||||
/// <c>RuntimeLocalPlayerMovementState.PhysicsPublication</c>'s own
|
||||
/// throws-if-unbound accessor) rather than requiring the caller to
|
||||
/// construct things out of their natural order.
|
||||
/// </summary>
|
||||
internal RuntimeLocalPlayerFirstEntryState(
|
||||
RuntimeInitialCreateResidenceState residences,
|
||||
RuntimeInitialCreateContinuationExecutor executor,
|
||||
RuntimePhysicsState physics)
|
||||
{
|
||||
_residences = residences
|
||||
?? throw new ArgumentNullException(nameof(residences));
|
||||
_executor = executor
|
||||
?? throw new ArgumentNullException(nameof(executor));
|
||||
_physics = physics
|
||||
?? throw new ArgumentNullException(nameof(physics));
|
||||
}
|
||||
|
||||
internal void BindPublication(
|
||||
RuntimeLocalPlayerPhysicsPublicationState publication)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(publication);
|
||||
if (_publication is not null)
|
||||
{
|
||||
throw new InvalidOperationException(
|
||||
"The local-player first-entry conductor's publication owner is already bound.");
|
||||
}
|
||||
_publication = publication;
|
||||
}
|
||||
|
||||
private RuntimeLocalPlayerPhysicsPublicationState Publication =>
|
||||
_publication ?? throw new InvalidOperationException(
|
||||
"The local-player first-entry conductor's publication owner is not yet bound.");
|
||||
|
||||
/// <summary>
|
||||
/// One resumable step. Callers pass the SAME arguments on every retry;
|
||||
/// this method re-reads currency from the owning states on every entry
|
||||
/// rather than trusting anything cached beyond its own stage cursor and
|
||||
/// the exact token/receipt/projection structs each owning method itself
|
||||
/// requires as arguments — there is no other source for those; they are
|
||||
/// the "exact keys" this class carries, not a second copy of any owning
|
||||
/// state's internal record.
|
||||
/// </summary>
|
||||
internal RuntimeLocalPlayerFirstEntryStatus Advance(
|
||||
RuntimeEntityRecord record,
|
||||
in RuntimeInitialCreateResidenceToken residenceToken,
|
||||
PlayerMovementConstructionOptions options,
|
||||
in RuntimeLocalPlayerPhysicsActivationPreparation activationPreparation,
|
||||
IPreparedCollisionSource collisionSource,
|
||||
double gameTime,
|
||||
in RuntimeInitialCreateExecutionInputs inputs,
|
||||
out RuntimeInitialCreateExecutionReceipt receipt)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(record);
|
||||
ArgumentNullException.ThrowIfNull(collisionSource);
|
||||
receipt = default;
|
||||
if (!residenceToken.IsValid || record.Key is not { } key)
|
||||
return RuntimeLocalPlayerFirstEntryStatus.RejectedToken;
|
||||
|
||||
// Mirrors RuntimeInitialCreateContinuationExecutor.Execute's own
|
||||
// _executing.Add(key) guard: a synchronous reentrant call for the
|
||||
// SAME entity (e.g. from a collision-report/placement observer
|
||||
// invoked mid-Advance) fails closed rather than interleaving two
|
||||
// drains of the same stage machine.
|
||||
if (!_executing.Add(key))
|
||||
return RuntimeLocalPlayerFirstEntryStatus.Contention;
|
||||
try
|
||||
{
|
||||
return AdvanceCore(
|
||||
record,
|
||||
residenceToken,
|
||||
options,
|
||||
activationPreparation,
|
||||
collisionSource,
|
||||
gameTime,
|
||||
inputs,
|
||||
key,
|
||||
out receipt);
|
||||
}
|
||||
finally
|
||||
{
|
||||
_executing.Remove(key);
|
||||
}
|
||||
}
|
||||
|
||||
private RuntimeLocalPlayerFirstEntryStatus AdvanceCore(
|
||||
RuntimeEntityRecord record,
|
||||
in RuntimeInitialCreateResidenceToken residenceToken,
|
||||
PlayerMovementConstructionOptions options,
|
||||
in RuntimeLocalPlayerPhysicsActivationPreparation activationPreparation,
|
||||
IPreparedCollisionSource collisionSource,
|
||||
double gameTime,
|
||||
in RuntimeInitialCreateExecutionInputs inputs,
|
||||
RuntimeEntityKey key,
|
||||
out RuntimeInitialCreateExecutionReceipt receipt)
|
||||
{
|
||||
receipt = default;
|
||||
|
||||
// H2: fail transactionally, before any state mutation, if
|
||||
// Publication has not been bound yet. Without this upfront check,
|
||||
// an unbound call could still get as far as authored-mover
|
||||
// preparation (which mutates RuntimeSetPositionState's own
|
||||
// _preparedMovers) and creating THIS class's own Progress entry
|
||||
// (stored into _progress) before the first Publication dereference
|
||||
// (inside the MoverPrepared stage below) throws — leaving a
|
||||
// poisoned Progress entry that a later, unrelated Discard/DiscardAll
|
||||
// call (from a retirement notification or session-clear fan-out)
|
||||
// would ALSO throw on. Referencing the accessor here throws
|
||||
// immediately with nothing yet mutated.
|
||||
_ = Publication;
|
||||
|
||||
_progress.TryGetValue(key, out Progress? progress);
|
||||
// ABA/GUID-reuse guard, exactly like the executor's own Progress
|
||||
// reconciliation: an existing entry for a DIFFERENT (older or
|
||||
// reused) lease id can never be resumed by this call.
|
||||
if (progress is not null && progress.LeaseId != residenceToken.LeaseId)
|
||||
{
|
||||
Discard(key);
|
||||
progress = null;
|
||||
}
|
||||
|
||||
if (progress is null || progress.Stage is Stage.AwaitingMoverPreparation)
|
||||
{
|
||||
if (!_residences.TryGetCurrent(
|
||||
record,
|
||||
out RuntimeInitialCreateResidenceLease lease)
|
||||
|| lease.Token != residenceToken)
|
||||
{
|
||||
// No progress was ever tracked for this key under this exact
|
||||
// lease — mirrors RuntimeInitialCreateResidenceState.Complete's
|
||||
// own convention (a token matching neither its active nor its
|
||||
// completed table is RejectedToken, not RejectedAuthority).
|
||||
// Only abandon (RejectedAuthority) when THIS class was
|
||||
// actually tracking in-flight publication/activation state
|
||||
// that must now be discarded.
|
||||
if (progress is null)
|
||||
return RuntimeLocalPlayerFirstEntryStatus.RejectedToken;
|
||||
Discard(key);
|
||||
return RuntimeLocalPlayerFirstEntryStatus.RejectedAuthority;
|
||||
}
|
||||
|
||||
if (!lease.Route.PerformsSetPosition)
|
||||
{
|
||||
// Parented/PickedUp residence — never true for a real
|
||||
// login, but kept for structural completeness: no
|
||||
// SetPosition operation exists at all, so there is nothing
|
||||
// for the publication chain to attach a body to. Skip
|
||||
// straight to Execute (idempotent/retryable on its own).
|
||||
progress ??= new Progress { LeaseId = residenceToken.LeaseId };
|
||||
progress.Stage = Stage.Acknowledged;
|
||||
_progress[key] = progress;
|
||||
return RunExecute(record, residenceToken, inputs, key, out receipt);
|
||||
}
|
||||
|
||||
RuntimeSetPositionMoverPreparationStatus moverStatus = _physics
|
||||
.SetPosition.TryPrepareAuthoredMover(
|
||||
record,
|
||||
lease.Placement,
|
||||
lease.Route.OperationKind,
|
||||
lease.Route.SetPositionFlags,
|
||||
collisionSource,
|
||||
gameTime,
|
||||
out RuntimeSetPositionCommand command);
|
||||
if (moverStatus
|
||||
== RuntimeSetPositionMoverPreparationStatus.RetrySetupUnavailable)
|
||||
{
|
||||
return RuntimeLocalPlayerFirstEntryStatus
|
||||
.AwaitingCollisionSource;
|
||||
}
|
||||
if (moverStatus != RuntimeSetPositionMoverPreparationStatus.Prepared)
|
||||
{
|
||||
if (progress is not null)
|
||||
Discard(key);
|
||||
return RuntimeLocalPlayerFirstEntryStatus.RejectedAuthority;
|
||||
}
|
||||
|
||||
progress ??= new Progress { LeaseId = residenceToken.LeaseId };
|
||||
progress.PreparedCommand = command;
|
||||
progress.Stage = Stage.MoverPrepared;
|
||||
_progress[key] = progress;
|
||||
}
|
||||
|
||||
if (progress.Stage is Stage.MoverPrepared)
|
||||
{
|
||||
if (!_residences.TryGetCurrent(
|
||||
record,
|
||||
out RuntimeInitialCreateResidenceLease lease)
|
||||
|| lease.Token != residenceToken)
|
||||
{
|
||||
Discard(key);
|
||||
return RuntimeLocalPlayerFirstEntryStatus.RejectedAuthority;
|
||||
}
|
||||
|
||||
RuntimeLocalPlayerPhysicsPublicationStatus prepareStatus =
|
||||
Publication.Prepare(
|
||||
record,
|
||||
lease.Placement,
|
||||
progress.PreparedCommand,
|
||||
options,
|
||||
activationPreparation,
|
||||
out RuntimeLocalPlayerPhysicsPublicationToken pubToken);
|
||||
if (prepareStatus
|
||||
!= RuntimeLocalPlayerPhysicsPublicationStatus.Prepared)
|
||||
{
|
||||
// Prepare mutates nothing canonical on rejection (its own
|
||||
// second CanPrepare recheck discards any just-built
|
||||
// candidate itself); there is nothing further for this
|
||||
// class to undo beyond dropping its own progress entry.
|
||||
Discard(key);
|
||||
return RuntimeLocalPlayerFirstEntryStatus.RejectedAuthority;
|
||||
}
|
||||
|
||||
progress.PublicationToken = pubToken;
|
||||
|
||||
RuntimeLocalPlayerPhysicsPublicationStatus commitStatus =
|
||||
Publication.Commit(
|
||||
pubToken,
|
||||
out RuntimeLocalPlayerPhysicsActivationToken activationToken);
|
||||
if (commitStatus != RuntimeLocalPlayerPhysicsPublicationStatus.Committed)
|
||||
{
|
||||
Discard(key);
|
||||
return commitStatus
|
||||
is RuntimeLocalPlayerPhysicsPublicationStatus.RejectedToken
|
||||
? RuntimeLocalPlayerFirstEntryStatus.RejectedToken
|
||||
: RuntimeLocalPlayerFirstEntryStatus.RejectedAuthority;
|
||||
}
|
||||
|
||||
progress.ActivationToken = activationToken;
|
||||
progress.Stage = Stage.PublicationCommitted;
|
||||
}
|
||||
|
||||
if (progress.Stage is Stage.PublicationCommitted)
|
||||
{
|
||||
// A single combined retry point for Evaluate+CommitActivation.
|
||||
// Every publication test that hits DeferredCell/RejectedPlacement
|
||||
// WITHOUT an intervening CommitActivation call chains both calls
|
||||
// together and retries both together; running EvaluateActivation
|
||||
// again before every CommitActivation retry is safe even for
|
||||
// CommitActivation's own internal AwaitingFinalShadowPreparation
|
||||
// resumption (its top-of-method check re-validates
|
||||
// activation.Receipt == receipt, which a fresh Evaluate call
|
||||
// satisfies, before consulting the untouched stored
|
||||
// PendingFinalCommit).
|
||||
//
|
||||
// EvaluateActivation's DeferredCell status is overloaded: once a
|
||||
// PRIOR CommitActivation call has already registered this lease
|
||||
// as awaiting a specific cell/collision generation
|
||||
// (IsDormantLocalActivationAwaitingCell), a REPEATED
|
||||
// EvaluateActivation call that is still not ready returns
|
||||
// DeferredCell WITHOUT ever populating receipt (it stays
|
||||
// default/invalid) — see
|
||||
// DeferredCommitWaitsThenRearmsSameLeaseAfterExactGenerationWake
|
||||
// in the publication test suite, which asserts exactly
|
||||
// `waiting.IsValid == false` on that repeat call and never feeds
|
||||
// it to CommitActivation. Calling CommitActivation with that
|
||||
// invalid receipt would hit its own `!receipt.IsValid` guard and
|
||||
// incorrectly report RejectedAuthority instead of "still
|
||||
// waiting" — so this class must check validity first and simply
|
||||
// yield AwaitingActivation again without calling CommitActivation
|
||||
// at all in that case.
|
||||
RuntimeLocalPlayerPhysicsActivationStatus evalStatus =
|
||||
Publication.EvaluateActivation(
|
||||
progress.ActivationToken,
|
||||
out RuntimeLocalPlayerPhysicsActivationReceipt evalReceipt);
|
||||
if (evalStatus is
|
||||
RuntimeLocalPlayerPhysicsActivationStatus.RejectedToken
|
||||
or RuntimeLocalPlayerPhysicsActivationStatus.RejectedAuthority)
|
||||
{
|
||||
Discard(key);
|
||||
return evalStatus
|
||||
is RuntimeLocalPlayerPhysicsActivationStatus.RejectedToken
|
||||
? RuntimeLocalPlayerFirstEntryStatus.RejectedToken
|
||||
: RuntimeLocalPlayerFirstEntryStatus.RejectedAuthority;
|
||||
}
|
||||
if (!evalReceipt.IsValid)
|
||||
{
|
||||
// DeferredCell with nothing to commit — the destination
|
||||
// cell/collision generation genuinely is not resolvable yet.
|
||||
return RuntimeLocalPlayerFirstEntryStatus.AwaitingActivation;
|
||||
}
|
||||
|
||||
RuntimeDormantSetPositionCommitStatus commitActivationStatus =
|
||||
Publication.CommitActivation(
|
||||
evalReceipt,
|
||||
out RuntimePlacementProjectionToken projection);
|
||||
switch (commitActivationStatus)
|
||||
{
|
||||
case RuntimeDormantSetPositionCommitStatus.Committed:
|
||||
progress.Projection = projection;
|
||||
progress.Stage = Stage.ActivationCommitted;
|
||||
break;
|
||||
case RuntimeDormantSetPositionCommitStatus.DeferredCell:
|
||||
case RuntimeDormantSetPositionCommitStatus.RejectedPlacement:
|
||||
// Stage stays PublicationCommitted — retry re-runs both
|
||||
// EvaluateActivation and CommitActivation next Advance.
|
||||
return RuntimeLocalPlayerFirstEntryStatus.AwaitingActivation;
|
||||
default:
|
||||
Discard(key);
|
||||
return RuntimeLocalPlayerFirstEntryStatus.RejectedAuthority;
|
||||
}
|
||||
}
|
||||
|
||||
if (progress.Stage is Stage.ActivationCommitted)
|
||||
{
|
||||
if (!_physics.SetPosition.AcknowledgeProjection(
|
||||
progress.Projection))
|
||||
{
|
||||
// A failed acknowledge is retryable ONLY while nothing has
|
||||
// moved authority out from under this exact projection — a
|
||||
// genuinely later entity simply sitting ahead of ours in the
|
||||
// FIFO. It is NOT automatically retryable: a mid-flight
|
||||
// delete (TryAcceptDelete -> CompleteProjectionRetirement ->
|
||||
// Physics.SetPosition.Forget -> CancelCoreDeferred) rewrites
|
||||
// the SAME pending slot from Place to Discard with a bumped
|
||||
// Revision, so the exact struct this class cached in
|
||||
// progress.Projection can never match the FIFO head again —
|
||||
// without this check, AcknowledgeProjection would fail
|
||||
// forever and this progress entry would never converge.
|
||||
if (!IsAcknowledgementStillPending(
|
||||
record, residenceToken, progress.Projection))
|
||||
{
|
||||
Discard(key);
|
||||
return RuntimeLocalPlayerFirstEntryStatus.RejectedAuthority;
|
||||
}
|
||||
return RuntimeLocalPlayerFirstEntryStatus
|
||||
.AwaitingReceiptAcknowledgement;
|
||||
}
|
||||
progress.Stage = Stage.Acknowledged;
|
||||
}
|
||||
|
||||
return RunExecute(record, residenceToken, inputs, key, out receipt);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Re-validates authority after a failed acknowledge. Two independent
|
||||
/// checks, either of which failing means authority moved and this class
|
||||
/// must abandon rather than keep retrying forever: (1) the residence
|
||||
/// lease this whole sequence began under must still be exactly current
|
||||
/// (mirrors the stage0/stage1 checks — a delete or reset retires it);
|
||||
/// (2) if the FIFO head belongs to THIS entity at all, it must still be
|
||||
/// the exact Place projection this class is holding — a head that
|
||||
/// belongs to us but is no longer that exact token (rewritten to
|
||||
/// Discard, or to a later revision) means our specific placement was
|
||||
/// superseded even if the residence lookup transiently still resolves.
|
||||
/// A head belonging to a DIFFERENT entity is the genuine "not yet our
|
||||
/// turn" case and must stay retryable. This reads the Runtime-internal
|
||||
/// <see cref="RuntimeSetPositionState.TryPeekProjection"/> directly
|
||||
/// rather than through the public, generation-gated
|
||||
/// <see cref="RuntimePlacementProjectionChannel"/> — this class is part
|
||||
/// of Runtime, not an external host crossing that boundary, exactly like
|
||||
/// its existing direct <see cref="RuntimeSetPositionState.AcknowledgeProjection"/>
|
||||
/// call above.
|
||||
/// </summary>
|
||||
private bool IsAcknowledgementStillPending(
|
||||
RuntimeEntityRecord record,
|
||||
in RuntimeInitialCreateResidenceToken residenceToken,
|
||||
in RuntimePlacementProjectionToken expected)
|
||||
{
|
||||
if (!_residences.TryGetCurrent(
|
||||
record,
|
||||
out RuntimeInitialCreateResidenceLease lease)
|
||||
|| lease.Token != residenceToken)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (_physics.SetPosition.TryPeekProjection(
|
||||
out RuntimePlacementProjectionSnapshot head)
|
||||
&& head.Token.Entity == expected.Entity
|
||||
&& (head.Kind is not RuntimePlacementProjectionKind.Place
|
||||
|| head.Token != expected))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private RuntimeLocalPlayerFirstEntryStatus RunExecute(
|
||||
RuntimeEntityRecord record,
|
||||
in RuntimeInitialCreateResidenceToken residenceToken,
|
||||
in RuntimeInitialCreateExecutionInputs inputs,
|
||||
RuntimeEntityKey key,
|
||||
out RuntimeInitialCreateExecutionReceipt receipt)
|
||||
{
|
||||
RuntimeInitialCreateExecutionStatus executeStatus = _executor.Execute(
|
||||
record, residenceToken, inputs, out receipt);
|
||||
switch (executeStatus)
|
||||
{
|
||||
case RuntimeInitialCreateExecutionStatus.Completed:
|
||||
_progress.Remove(key);
|
||||
return RuntimeLocalPlayerFirstEntryStatus.Completed;
|
||||
case RuntimeInitialCreateExecutionStatus.PendingPlacement:
|
||||
return RuntimeLocalPlayerFirstEntryStatus
|
||||
.AwaitingReceiptAcknowledgement;
|
||||
case RuntimeInitialCreateExecutionStatus.AwaitingContinuationPlacement:
|
||||
return RuntimeLocalPlayerFirstEntryStatus
|
||||
.AwaitingContinuationPlacement;
|
||||
case RuntimeInitialCreateExecutionStatus.RejectedToken:
|
||||
_progress.Remove(key);
|
||||
return RuntimeLocalPlayerFirstEntryStatus.RejectedToken;
|
||||
default:
|
||||
_progress.Remove(key);
|
||||
return RuntimeLocalPlayerFirstEntryStatus.RejectedAuthority;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Discards any in-flight publication candidate/activation this class
|
||||
/// owns for <paramref name="key"/> and drops its own progress entry.
|
||||
/// Safe to call at every stage: <see cref="RuntimeLocalPlayerPhysicsPublicationState.Discard"/>
|
||||
/// and <see cref="RuntimeLocalPlayerPhysicsPublicationState.DiscardActivation"/>
|
||||
/// are both no-ops against a default/invalid token (an unreached stage's
|
||||
/// token field holds exactly that) AND against a token whose activation
|
||||
/// has already reached <c>FinalizeActivation</c>'s terminal success path
|
||||
/// — <c>FinalizeActivation</c> itself nulls the publication's own
|
||||
/// tracked activation the instant the commit succeeds, because the
|
||||
/// controller is now genuinely live/published, not a discardable
|
||||
/// in-progress candidate. Calling this once <see cref="Stage.ActivationCommitted"/>
|
||||
/// (or later) has been reached is therefore correctly a no-op on the
|
||||
/// controller/body — an abandoned Place acknowledgement never
|
||||
/// retroactively un-publishes an already-live entity; that is ordinary
|
||||
/// entity teardown's job (the SAME path any other live entity's delete
|
||||
/// already runs), not this class's. The residence and executor own
|
||||
/// their own convergence independently (their existing retirement/reset
|
||||
/// paths are untouched by this class).
|
||||
/// </summary>
|
||||
private void Discard(RuntimeEntityKey key)
|
||||
{
|
||||
if (!_progress.TryGetValue(key, out Progress? progress))
|
||||
return;
|
||||
_progress.Remove(key);
|
||||
// H2: post-H2, a Progress entry can only exist at all if Advance's
|
||||
// own upfront check already found Publication bound — this should
|
||||
// therefore be structurally unreachable. Guarded anyway
|
||||
// (belt-and-suspenders) so a future caller shape can never turn an
|
||||
// already-surfaced Advance failure into a SECOND throw from inside
|
||||
// an unrelated retirement/session-clear teardown fan-out.
|
||||
if (_publication is null)
|
||||
return;
|
||||
Publication.Discard(progress.PublicationToken);
|
||||
Publication.DiscardActivation(progress.ActivationToken);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Cleanup for one key this class is tracking. <see cref="RuntimeEntityObjectLifetime"/>
|
||||
/// binds this into <see cref="RuntimeInitialCreateResidenceState"/>'s
|
||||
/// multicast retirement notification (alongside the executor's own
|
||||
/// <c>DiscardProgress</c>), so any residence retirement path — delete,
|
||||
/// reset, generation replacement, a host discovering staleness — reaps
|
||||
/// this class's progress automatically. The notification always carries
|
||||
/// the exact <see cref="RuntimeEntityKey"/> the residence itself tracked
|
||||
/// internally, so it converges correctly even after
|
||||
/// <see cref="RuntimeEntityRecord.Key"/> has gone null (e.g. post-delete
|
||||
/// teardown released the local id) — unlike re-deriving a key from the
|
||||
/// record, which <see cref="Advance"/> cannot do once that happens.
|
||||
/// Still exposed directly for a caller that captured a key before a
|
||||
/// teardown this class was not notified about (e.g. constructed
|
||||
/// standalone in a test without the lifetime's fan-out).
|
||||
/// </summary>
|
||||
internal void Forget(RuntimeEntityKey key) => Discard(key);
|
||||
|
||||
/// <summary>
|
||||
/// Bulk cleanup mirroring <see cref="RuntimeInitialCreateContinuationExecutor.DiscardAll"/>
|
||||
/// — wired into the same session-clear sequence
|
||||
/// (<see cref="RuntimeEntityObjectLifetime.BeginSessionClear"/>). Discards
|
||||
/// every tracked key's in-flight publication candidate/activation before
|
||||
/// dropping the whole progress table, exactly like a per-key
|
||||
/// <see cref="Forget"/> for each entry.
|
||||
/// </summary>
|
||||
internal void DiscardAll()
|
||||
{
|
||||
// H2: same belt-and-suspenders tolerance as Discard above — a
|
||||
// structurally unreachable case post-H2, guarded so bulk session
|
||||
// clear can never throw from an unbound Publication either.
|
||||
if (_publication is not null)
|
||||
{
|
||||
foreach (Progress progress in _progress.Values)
|
||||
{
|
||||
Publication.Discard(progress.PublicationToken);
|
||||
Publication.DiscardActivation(progress.ActivationToken);
|
||||
}
|
||||
}
|
||||
_progress.Clear();
|
||||
}
|
||||
|
||||
internal RuntimeLocalPlayerFirstEntryOwnershipSnapshot CaptureOwnership() =>
|
||||
new(_progress.Count);
|
||||
}
|
||||
|
|
@ -1576,11 +1576,69 @@ internal sealed class RuntimeSetPositionState : IDisposable
|
|||
uint scatterAttempts = 0u,
|
||||
float shadowWorldOffsetX = 0f,
|
||||
float shadowWorldOffsetY = 0f)
|
||||
{
|
||||
outcome = default;
|
||||
|
||||
RuntimeSetPositionMoverPreparationStatus status =
|
||||
TryPrepareAuthoredMover(
|
||||
record,
|
||||
token,
|
||||
operationKind,
|
||||
flags,
|
||||
collisionSource,
|
||||
gameTime,
|
||||
out RuntimeSetPositionCommand command,
|
||||
placementClass,
|
||||
portal,
|
||||
line,
|
||||
scatterRadiusX,
|
||||
scatterRadiusY,
|
||||
scatterAttempts,
|
||||
shadowWorldOffsetX,
|
||||
shadowWorldOffsetY);
|
||||
if (status != RuntimeSetPositionMoverPreparationStatus.Prepared)
|
||||
return status;
|
||||
|
||||
outcome = SubmitPreparedPlacement(token, command);
|
||||
return RuntimeSetPositionMoverPreparationStatus.Prepared;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// C3a: the exact-Setup-read + <see cref="PrepareMover"/> half of
|
||||
/// <see cref="TryPrepareAndSubmitAuthoredPlacement"/>, extracted (pure
|
||||
/// refactor, byte-identical behavior for the existing caller above) so
|
||||
/// the dormant local-player first-entry conductor
|
||||
/// (<c>AcDream.Runtime.Gameplay.RuntimeLocalPlayerFirstEntryState</c>)
|
||||
/// can obtain a prepared <see cref="RuntimeSetPositionCommand"/> WITHOUT
|
||||
/// the trailing <see cref="SubmitPreparedPlacement"/> call. Submission
|
||||
/// through the ordinary tail is exactly what an operation with
|
||||
/// <c>DormantLocalActivation</c> set must never receive — see
|
||||
/// <see cref="RetryDeferred"/>'s "must never bypass that path through the
|
||||
/// ordinary remote CommitCanonical tail" comment; the dormant chain's own
|
||||
/// Evaluate/Commit/FinalizeActivation methods are the sole substitute for
|
||||
/// submission on that path.
|
||||
/// </summary>
|
||||
internal RuntimeSetPositionMoverPreparationStatus TryPrepareAuthoredMover(
|
||||
RuntimeEntityRecord record,
|
||||
in RuntimeEntityPlacementToken token,
|
||||
RuntimeSetPositionOperationKind operationKind,
|
||||
PhysicsSetPositionFlags flags,
|
||||
IPreparedCollisionSource collisionSource,
|
||||
double gameTime,
|
||||
out RuntimeSetPositionCommand command,
|
||||
PhysicsPlacementClass placementClass = PhysicsPlacementClass.Ordinary,
|
||||
RuntimePortalPlacementAuthority portal = default,
|
||||
Vector3 line = default,
|
||||
float scatterRadiusX = 0f,
|
||||
float scatterRadiusY = 0f,
|
||||
uint scatterAttempts = 0u,
|
||||
float shadowWorldOffsetX = 0f,
|
||||
float shadowWorldOffsetY = 0f)
|
||||
{
|
||||
EnsureNotDisposed();
|
||||
ArgumentNullException.ThrowIfNull(record);
|
||||
ArgumentNullException.ThrowIfNull(collisionSource);
|
||||
outcome = default;
|
||||
command = default;
|
||||
|
||||
uint setupTableId = CanonicalSetupTableId(record);
|
||||
RuntimeSetPositionMoverSetup setup;
|
||||
|
|
@ -1615,13 +1673,7 @@ internal sealed class RuntimeSetPositionState : IDisposable
|
|||
shadowWorldOffsetX,
|
||||
shadowWorldOffsetY,
|
||||
portal);
|
||||
RuntimeSetPositionMoverPreparationStatus status = PrepareMover(
|
||||
token, preparation, out RuntimeSetPositionCommand command);
|
||||
if (status != RuntimeSetPositionMoverPreparationStatus.Prepared)
|
||||
return status;
|
||||
|
||||
outcome = SubmitPreparedPlacement(token, command);
|
||||
return RuntimeSetPositionMoverPreparationStatus.Prepared;
|
||||
return PrepareMover(token, preparation, out command);
|
||||
}
|
||||
|
||||
internal bool IsExactPreparedPlacementCurrent(
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue