fix(runtime): name why a placement is parked and fail closed when it cannot resolve
Fixes #284 (plan S1).
A first-entry placement that could not be prepared returned
RetrySetupUnavailable and was re-Advanced every pump forever. Nothing counted
it, nothing named its cause, and nothing distinguished "waiting for something
that will arrive" from "waiting for something that never can". That is why
#281's 43 test failures presented as four unrelated symptoms across App and
Runtime instead of one cause, and why a stuck entity in the live client simply
never appears with no log line to follow.
Worse, the two causes were conflated: 670f307c's missing-world-frame park
reported itself as RetrySetupUnavailable, sending anyone diagnosing it to the
prepared-asset pipeline rather than to the absent local-player Create that
actually publishes the frame.
- RetryWorldFrameUnavailable splits the two causes. Call sites now ask
IsRetryable() instead of comparing against one reason, so a future retry
reason cannot be silently reclassified as a hard rejection - the exact way
this class of bug hides.
- The operation retains its RuntimeSetPositionParkReason, and
RuntimeSetPositionOwnershipSnapshot reports parked work by cause
(ParkedAwaitingSetupCollisionCount / ParkedAwaitingWorldFrameCount /
ParkedPlacementCount), so parked placements appear wherever ledgers are
already asserted.
- ObserveLocalPlayerCreate records the accepted local-player Create even when
it carries no landblock - precisely the case where no frame is ever
published - and ThrowIfWorldFrameUnreachable makes that contradiction
terminal. Waiting is legitimate only while that Create is outstanding; after
it, no later pump can supply the frame. Same shape as 01f4791e, which made a
violated receipt-ledger invariant terminal rather than resumable.
This is observability plus fail-fast. There is no timeout, no retry cap, and
no grace period anywhere in it; retryable work still retries exactly as before
and no placement behaviour changed.
The parked counts are deliberately NOT folded into IsConverged: #277 documents
a far Create legitimately parking for a whole session, so a parked entry at
teardown is not automatically a defect. Wiring them into the connected gates
is carried with #277's service-window conversion, where "legitimately parked"
becomes definable.
Runtime 1,012/1,012. Complete Release solution: 10,834 passed / 4 skipped /
0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
parent
95ebc03af4
commit
97d11e6c7f
9 changed files with 273 additions and 19 deletions
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@ -65,7 +65,7 @@ reconciling #281's 43 test failures.
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gate may or may not exclude Create during that window, and #280 says other
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work does continue arriving through it. Two owners of one fact; the campaign
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answer is that Runtime owns the frame and App projects it. Route-3 adjacent.
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- **#284 — OPEN — a placement that cannot resolve parks forever with no
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- **#284 — DONE (2026-08-03) — a placement that cannot resolve parks forever with no
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diagnostic.** A first-entry placement whose world frame is absent returns
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`RetrySetupUnavailable` (`RuntimeSetPositionState.PrepareMover:1535-1543`)
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and is re-Advanced every pump indefinitely. Nothing counts it, names its
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@ -77,6 +77,23 @@ reconciling #281's 43 test failures.
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exception pattern established in `01f4791e`. Doing this FIRST makes #282,
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#283, and every C4 route cheaper to diagnose and lets the connected gates
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fail on nonzero parked entries.
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**Landed 2026-08-03 (S1).** `RetryWorldFrameUnavailable` splits the
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world-frame park from the Setup park, so a missing frame stops reporting
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itself as an asset problem; call sites now test `IsRetryable()` instead of
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one reason, so a future reason cannot be silently demoted to a rejection.
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The operation retains its `RuntimeSetPositionParkReason`, and
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`RuntimeSetPositionOwnershipSnapshot` reports
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`ParkedAwaitingSetupCollisionCount` / `ParkedAwaitingWorldFrameCount` /
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`ParkedPlacementCount`. `ObserveLocalPlayerCreate` records the accepted
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local-player Create even when it carries no landblock, and
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`ThrowIfWorldFrameUnreachable` makes that contradiction terminal instead of
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an infinite silent retry.
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**Deliberately NOT folded into `IsConverged`:** #277 documents a far Create
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legitimately parking for the whole session, so a parked entry at teardown is
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not automatically a defect. The counts are exposed for gate assertions at
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stable checkpoints; wiring them into the connected gates' `report.json` is
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carried with #277's service-window conversion, where "legitimately parked"
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becomes precisely definable.
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## C3c placement cutover — 2026-08-02
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@ -556,17 +556,17 @@ public sealed class RuntimeEntityObjectLifetime : IDisposable
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Func<RuntimeEntityRecord, Exception?>? retirePriorProjection)
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{
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EnsureNotDisposed();
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if (beginInitialResidence
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&& isLocalPlayer
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&& (incoming.Physics?.Position ?? incoming.Position)
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is { LandblockId: not 0u } initialPlayerPosition)
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if (beginInitialResidence && isLocalPlayer)
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{
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// The accepted local Create establishes the shared world frame
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// before any remote first-entry conductor converts its authored
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// landblock-local coordinates.
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Physics.ObserveLocalWorldFrame(
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initialPlayerPosition.LandblockId,
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teleportAdvanced: false);
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// landblock-local coordinates. #284: observe the Create itself
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// even when it carries no usable landblock - that is precisely
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// the case in which no frame is ever published, and every remote
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// placement would otherwise park forever without a diagnostic.
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Physics.ObserveLocalPlayerCreate(
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(incoming.Physics?.Position ?? incoming.Position)
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?.LandblockId ?? 0u);
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}
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if (_sessionClearInProgress)
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{
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@ -348,8 +348,10 @@ internal sealed class RuntimeRemoteFirstEntryState
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gameTime,
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out RuntimeSetPositionCommand command,
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resolveWorldOffsetFromRuntimeFrame: true);
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if (moverStatus
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== RuntimeSetPositionMoverPreparationStatus.RetrySetupUnavailable)
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// #284: every retryable reason resumes on a later pump. Comparing
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// against one reason would silently reclassify a new one as a
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// hard rejection.
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if (moverStatus.IsRetryable())
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{
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return RuntimeRemoteFirstEntryStatus.AwaitingCollisionSource;
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}
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@ -364,8 +364,10 @@ internal sealed class RuntimeLocalPlayerFirstEntryState
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collisionSource,
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gameTime,
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out RuntimeSetPositionCommand command);
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if (moverStatus
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== RuntimeSetPositionMoverPreparationStatus.RetrySetupUnavailable)
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// #284: every retryable reason resumes on a later pump. Comparing
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// against one reason would silently reclassify a new one as a
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// hard rejection.
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if (moverStatus.IsRetryable())
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{
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return RuntimeLocalPlayerFirstEntryStatus
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.AwaitingCollisionSource;
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@ -449,6 +449,7 @@ public sealed class RuntimePhysicsState : IDisposable
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private long _nextCollisionPreparationSequence;
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private ulong _collisionWorldAuthority = 1UL;
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private uint _worldFrameCenterLandblockId;
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private bool _localPlayerCreateObserved;
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private readonly List<Action<RuntimeCollisionGenerationCommitted>>
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_collisionGenerationCommittedObservers = new();
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private bool _disposed;
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@ -545,6 +546,40 @@ public sealed class RuntimePhysicsState : IDisposable
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}
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}
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/// <summary>
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/// #284: records that this session's local-player Create was accepted,
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/// independently of whether it carried a usable landblock. The frame is
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/// published exactly once per session from that Create, so after it has
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/// been observed a still-absent frame can never be supplied by a later
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/// pump - see <see cref="ThrowIfWorldFrameUnreachable"/>.
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/// </summary>
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internal void ObserveLocalPlayerCreate(uint fullCellId)
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{
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EnsureNotDisposed();
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_localPlayerCreateObserved = true;
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ObserveLocalWorldFrame(fullCellId, teleportAdvanced: false);
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}
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/// <summary>
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/// #284: converts an unresolvable world-frame wait into a loud failure.
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/// Parking is legitimate only while the local-player Create is still
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/// outstanding; once it has been accepted without publishing a frame,
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/// every remote placement would retry forever in silence and the entities
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/// would simply never appear. Terminal by design - this is a violated
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/// invariant, not resumable work.
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/// </summary>
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internal void ThrowIfWorldFrameUnreachable(uint fullCellId)
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{
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if (!_localPlayerCreateObserved || _worldFrameCenterLandblockId != 0u)
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return;
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throw new InvalidOperationException(
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"Runtime's world frame is unreachable: the local-player Create "
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+ "was accepted without publishing a frame, so the placement for "
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+ $"landblock 0x{fullCellId & 0xFFFF0000u:X8} can never resolve. "
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+ "A local-player CreateObject must carry a non-zero landblock.");
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}
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/// <summary>
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/// Converts a retail landblock-local network frame into the Runtime's
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/// current world frame without consulting presentation or waiting for
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@ -1363,6 +1398,7 @@ public sealed class RuntimePhysicsState : IDisposable
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SetPosition.ResetSession();
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CollisionReports.ResetSession();
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_worldFrameCenterLandblockId = 0u;
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_localPlayerCreateObserved = false;
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AdvanceCollisionWorldAuthority();
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Volatile.Write(ref _collisionMutationThreadId, 0);
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}
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@ -2056,6 +2092,7 @@ public sealed class RuntimePhysicsState : IDisposable
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_collisionAdmissions.Clear();
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_collisionGenerations.Clear();
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_worldFrameCenterLandblockId = 0u;
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_localPlayerCreateObserved = false;
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CellCommitted = null;
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_collisionGenerationCommittedObservers.Clear();
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_disposed = true;
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@ -9,11 +9,72 @@ namespace AcDream.Runtime.Physics;
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internal enum RuntimeSetPositionMoverPreparationStatus
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{
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Prepared,
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/// <summary>
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/// The authored Setup collision payload has not been read yet. Resolves
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/// when the prepared-asset read completes.
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/// </summary>
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RetrySetupUnavailable,
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/// <summary>
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/// #284: Runtime's world frame is not published yet, so a landblock-local
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/// Create origin cannot be converted
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/// (<see cref="RuntimePhysicsState.TryGetWorldFrameOffset"/>). Previously
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/// this reported itself as <see cref="RetrySetupUnavailable"/>, which sent
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/// anyone diagnosing a parked placement to the asset pipeline instead of
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/// the missing local-player Create that actually publishes the frame.
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/// Retryable exactly like Setup - only the reason differs.
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/// </summary>
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RetryWorldFrameUnavailable,
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RejectedAuthority,
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InvalidData,
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}
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internal static class RuntimeSetPositionMoverPreparationStatusExtensions
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{
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/// <summary>
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/// True for the statuses whose work can still succeed on a later pump.
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/// Call sites must use this rather than comparing against one reason, so
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/// a newly added retry reason cannot be silently treated as a rejection.
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/// </summary>
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internal static bool IsRetryable(
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this RuntimeSetPositionMoverPreparationStatus status) =>
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status is RuntimeSetPositionMoverPreparationStatus
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.RetrySetupUnavailable
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or RuntimeSetPositionMoverPreparationStatus
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.RetryWorldFrameUnavailable;
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/// <summary>
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/// The parked-placement reason a retryable status contributes to the
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/// ownership ledger, or <see cref="RuntimeSetPositionParkReason.None"/>
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/// when the status is not a park.
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/// </summary>
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internal static RuntimeSetPositionParkReason ParkReason(
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this RuntimeSetPositionMoverPreparationStatus status) =>
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status switch
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{
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RuntimeSetPositionMoverPreparationStatus.RetrySetupUnavailable =>
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RuntimeSetPositionParkReason.AwaitingSetupCollision,
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RuntimeSetPositionMoverPreparationStatus
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.RetryWorldFrameUnavailable =>
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RuntimeSetPositionParkReason.AwaitingWorldFrame,
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_ => RuntimeSetPositionParkReason.None,
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};
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}
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/// <summary>
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/// #284: why a first-entry placement is currently parked. Retained on the
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/// operation so <c>CaptureOwnership</c> can report parked work by cause
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/// instead of leaving it invisible until a downstream symptom appears.
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/// </summary>
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internal enum RuntimeSetPositionParkReason
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{
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None,
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AwaitingSetupCollision,
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AwaitingWorldFrame,
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}
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/// <summary>
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/// Distinguishes a Setup payload which has not arrived yet from a completed
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/// lookup whose result is absent. Retail supplies its dummy placement sphere
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@ -273,8 +273,18 @@ internal readonly record struct RuntimeSetPositionOwnershipSnapshot(
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int AcknowledgedPlacementCompletionCount,
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int CollisionPrefixQuiescenceCount,
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int PendingQuiescenceProjectionCount,
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int PooledOperationCount)
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int PooledOperationCount,
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int ParkedAwaitingSetupCollisionCount = 0,
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int ParkedAwaitingWorldFrameCount = 0)
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{
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/// <summary>
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/// #284: placements that could not be prepared on their last attempt and
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/// are waiting for a later pump, by cause. Non-zero at a stable
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/// checkpoint means work is stuck; the reason names where to look.
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/// </summary>
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internal int ParkedPlacementCount =>
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ParkedAwaitingSetupCollisionCount + ParkedAwaitingWorldFrameCount;
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internal bool IndexesConsistent =>
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LostDeadlineCount == LostDeadlineNodeCount
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&& LostDeadlineCount == LostDeadlineIndexCount
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@ -399,6 +409,13 @@ internal sealed class RuntimeSetPositionState : IDisposable
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internal bool InheritedLostDeadline { get; set; }
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internal bool EnteringWorldFromCelllessResidence { get; set; }
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internal bool DormantLocalActivation { get; set; }
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/// <summary>
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/// #284: why this operation's mover preparation is currently parked,
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/// or <see cref="RuntimeSetPositionParkReason.None"/> when it is not.
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/// Observability only - it never gates work.
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/// </summary>
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internal RuntimeSetPositionParkReason ParkReason { get; set; }
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internal RuntimeSetPositionCommand? PreparedCommandAwaitingWithdrawalAck
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{
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get;
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@ -464,6 +481,7 @@ internal sealed class RuntimeSetPositionState : IDisposable
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InheritedLostDeadline = false;
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EnteringWorldFromCelllessResidence = false;
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DormantLocalActivation = false;
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ParkReason = RuntimeSetPositionParkReason.None;
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PreparedCommandAwaitingWithdrawalAck = null;
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InPool = false;
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}
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@ -726,6 +744,8 @@ internal sealed class RuntimeSetPositionState : IDisposable
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{
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int deferred = 0;
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int awaitingPreparation = 0;
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int parkedAwaitingSetup = 0;
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int parkedAwaitingWorldFrame = 0;
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foreach (Operation operation in _operations.Values)
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{
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if (operation.Stage
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@ -735,6 +755,15 @@ internal sealed class RuntimeSetPositionState : IDisposable
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}
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if (operation.WakeableLostCell)
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deferred++;
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switch (operation.ParkReason)
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{
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case RuntimeSetPositionParkReason.AwaitingSetupCollision:
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parkedAwaitingSetup++;
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break;
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case RuntimeSetPositionParkReason.AwaitingWorldFrame:
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parkedAwaitingWorldFrame++;
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break;
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}
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}
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int pendingQuiescenceProjections = 0;
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foreach (CollisionPrefixQuiescence quiescence
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@ -764,7 +793,9 @@ internal sealed class RuntimeSetPositionState : IDisposable
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_acknowledgedPlacementCompletions.Count,
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_collisionPrefixQuiescence.Count,
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pendingQuiescenceProjections,
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_operationPool.Count);
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_operationPool.Count,
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parkedAwaitingSetup,
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parkedAwaitingWorldFrame);
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}
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internal int PendingProjectionCount => _pendingProjection.Count;
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@ -1518,8 +1549,10 @@ internal sealed class RuntimeSetPositionState : IDisposable
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if (!preparation.Setup.IsResolved)
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{
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return RuntimeSetPositionMoverPreparationStatus
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.RetrySetupUnavailable;
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return Park(
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operation,
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RuntimeSetPositionMoverPreparationStatus
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.RetrySetupUnavailable);
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}
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RuntimeSetPositionMoverPreparation effectivePreparation = preparation;
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@ -1537,8 +1570,19 @@ internal sealed class RuntimeSetPositionState : IDisposable
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out float worldOffsetX,
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out float worldOffsetY))
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{
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return RuntimeSetPositionMoverPreparationStatus
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.RetrySetupUnavailable;
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// #284: the frame is published once, by the accepted
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// local-player Create, and is never withdrawn inside a
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// session. If that Create has already been observed, waiting
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// is not a wait - no later pump can ever supply the frame, so
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// parking here would retry forever in silence. Surface the
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// contradiction instead, exactly as 01f4791e made a violated
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// receipt-ledger invariant terminal rather than resumable.
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_physics.ThrowIfWorldFrameUnreachable(
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authority.AcceptedPosition.LandblockId);
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return Park(
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operation,
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RuntimeSetPositionMoverPreparationStatus
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.RetryWorldFrameUnavailable);
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}
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effectivePreparation = preparation with
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@ -1569,9 +1613,24 @@ internal sealed class RuntimeSetPositionState : IDisposable
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PreparedCommand = command,
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};
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operation.ParkReason = RuntimeSetPositionParkReason.None;
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return RuntimeSetPositionMoverPreparationStatus.Prepared;
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}
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/// <summary>
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/// #284: records why this operation could not be prepared, so parked work
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/// is visible in <see cref="CaptureOwnership"/> by cause rather than only
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/// as a downstream symptom. Retains the reason on the operation until the
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/// preparation succeeds or the operation is retired.
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/// </summary>
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private static RuntimeSetPositionMoverPreparationStatus Park(
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Operation operation,
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RuntimeSetPositionMoverPreparationStatus status)
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{
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operation.ParkReason = status.ParkReason();
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return status;
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}
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/// <summary>
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/// C0-3: chains the exact-Setup mover pipeline end-to-end for an
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/// authored placement (initial-Create or any other authored-mover
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|
|
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@ -2404,6 +2404,7 @@ public sealed class RuntimeSetPositionStateTests
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"InheritedLostDeadline",
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"EnteringWorldFromCelllessResidence",
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"DormantLocalActivation",
|
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"ParkReason",
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"PreparedCommandAwaitingWithdrawalAck",
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"InPool",
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];
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|
|
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|
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@ -3,6 +3,7 @@ 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.Entities;
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using AcDream.Runtime.Physics;
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namespace AcDream.Runtime.Tests.Physics;
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|
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|
|
@ -148,6 +149,80 @@ public sealed class RuntimeWorldFrameTests
|
|||
Assert.Equal(-192f, sourceX);
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||||
}
|
||||
|
||||
/// <summary>
|
||||
/// #284: waiting for the world frame is legitimate only while the
|
||||
/// local-player Create is still outstanding. The frame is published once
|
||||
/// per session from that Create, so once it has been accepted WITHOUT
|
||||
/// publishing one - a local-player CreateObject carrying no landblock -
|
||||
/// no later pump can ever supply it, and every remote placement would
|
||||
/// retry forever in silence. That is a violated invariant, not a wait.
|
||||
/// </summary>
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[Fact]
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||||
public void ALocalPlayerCreateWithNoLandblock_MakesTheFrameUnreachable()
|
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{
|
||||
using var lifetime = new RuntimeEntityObjectLifetime();
|
||||
BindGeneration(lifetime);
|
||||
|
||||
// Before the local player is seen at all, waiting is legitimate.
|
||||
lifetime.Physics.ThrowIfWorldFrameUnreachable(CenterCell);
|
||||
|
||||
lifetime.Physics.ObserveLocalPlayerCreate(0u);
|
||||
|
||||
InvalidOperationException error =
|
||||
Assert.Throws<InvalidOperationException>(() =>
|
||||
lifetime.Physics.ThrowIfWorldFrameUnreachable(CenterCell));
|
||||
Assert.Contains("world frame is unreachable", error.Message);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AnAcceptedLocalPlayerCreate_LeavesTheFrameReachable()
|
||||
{
|
||||
using var lifetime = new RuntimeEntityObjectLifetime();
|
||||
BindGeneration(lifetime);
|
||||
|
||||
lifetime.Physics.ObserveLocalPlayerCreate(CenterCell);
|
||||
|
||||
// The frame exists, so nothing is unreachable and nothing throws.
|
||||
lifetime.Physics.ThrowIfWorldFrameUnreachable(CenterCell);
|
||||
Assert.True(lifetime.Physics.TryGetWorldFrameOffset(
|
||||
CenterCell,
|
||||
out _,
|
||||
out _));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// #284: a missing world frame used to report itself as
|
||||
/// RetrySetupUnavailable, sending anyone diagnosing a parked placement to
|
||||
/// the asset pipeline rather than the absent local-player Create. Both
|
||||
/// remain retryable - only the reported cause differs.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void ParkReasons_AreDistinctAndBothRetryable()
|
||||
{
|
||||
Assert.True(RuntimeSetPositionMoverPreparationStatus
|
||||
.RetrySetupUnavailable.IsRetryable());
|
||||
Assert.True(RuntimeSetPositionMoverPreparationStatus
|
||||
.RetryWorldFrameUnavailable.IsRetryable());
|
||||
Assert.False(RuntimeSetPositionMoverPreparationStatus
|
||||
.RejectedAuthority.IsRetryable());
|
||||
Assert.False(RuntimeSetPositionMoverPreparationStatus
|
||||
.InvalidData.IsRetryable());
|
||||
Assert.False(RuntimeSetPositionMoverPreparationStatus
|
||||
.Prepared.IsRetryable());
|
||||
|
||||
Assert.Equal(
|
||||
RuntimeSetPositionParkReason.AwaitingSetupCollision,
|
||||
RuntimeSetPositionMoverPreparationStatus.RetrySetupUnavailable
|
||||
.ParkReason());
|
||||
Assert.Equal(
|
||||
RuntimeSetPositionParkReason.AwaitingWorldFrame,
|
||||
RuntimeSetPositionMoverPreparationStatus.RetryWorldFrameUnavailable
|
||||
.ParkReason());
|
||||
Assert.Equal(
|
||||
RuntimeSetPositionParkReason.None,
|
||||
RuntimeSetPositionMoverPreparationStatus.Prepared.ParkReason());
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AZeroCellIdNeitherPublishesNorResolves()
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue