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
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9 changed files with 273 additions and 19 deletions
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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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