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>
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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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