feat(physics): C4 route 2 — ForcePosition through the canonical placement
A local-player ForcePosition had TWO independent writers for one accepted
packet: LocalForcePositionTransaction snapped the physics body
(PlayerMovementController.BlipPosition, a raw SnapToCell with no collision
resolve), while LiveEntityNetworkUpdateController's generic tail separately
wrote position/cell/rotation to the render WorldEntity from the raw wire and
rebucketed it. Two stores, one packet — the divergence class 670f307c fixed on
the remote path. The outbound AutonomousPosition ack also fired BEFORE any
canonical commit existed: we told ACE "got it, I'm here" before deciding where
"here" was, and the trailing isCurrent() could only suppress the continuation,
never recall the packet.
RuntimeAcceptedPositionDriveController is now the one Runtime-owned seam. Both
hosts call the identical TryExecuteAcceptedLocalPosition; App and headless
project the committed result through the existing placement projection sink
(LiveEntityRuntime.TryApplyRuntimePlacementPlace already performed the same
four writes, from committed state rather than a wire guess).
Retail: SmartBox::HandleReceivedPosition @0x00453FD0's FORCE_POSITION branch is
get_heading -> Frame::set_heading -> SmartBox::BlipPlayer @0x00453940 -> stamp
POSITION_TS -> SendPositionEvent @0x00454091 -> return @0x0045409D. BlipPlayer
is CPhysicsObj::SetPositionSimple @0x005162B0 with flags 0x1012
(Teleport|Slide|SendPositionEvent) — a real collision-resolving SetPosition,
not a snap. The pinned classifier already encoded this exactly.
Named behaviour changes:
* The ack is now an OUTPUT of the committed route, fired strictly after the
canonical commit and exactly once per accepted force packet.
* The ForcePosition route no longer re-arms the constraint leash. The force
branch returns at 0x0045409D, ahead of all three ConstrainTo sites
(0x00454272, 0x0045418A, 0x004541EC); the old re-arm cited retail's "Player,
normal" branch, which BlipPlayer is not on. The teleport, CommitPreparedPosition
and first-entry callers legitimately still constrain and are untouched.
* A force correction that terminates WITHOUT committing still sends its
position event and is not retried — retail's BlipPlayer discards
SetPositionSimple's SetPositionError return and acks unconditionally.
A single _pending funnel owns the in-flight placement, deciding on the token's
PositionAuthorityVersion against the record's: equal -> clear; advanced with the
newest accepted event still a force -> re-issue, re-classified; advanced to an
ordinary Apply -> clear, since newer server truth owns that pose. This closes a
double-apply/double-ack and a silently-dropped correction that two earlier
iterations of this slice each introduced.
AD-62 records the residual: a ForcePosition our async collision publication
cannot carry to a committed placement is not re-applied. Retail has no park —
its world is fully resident and its placement synchronous — so the state is
unreachable there. AP-131 is NOT retired; its legacy Position caller is route 4.
Deleted: LocalForcePositionTransaction, PlayerMovementController.BlipPosition,
HeadlessSessionWorldProjection.BlipLocalPlayer.
Gates: complete Release solution 10,858 passed / 4 skipped / 0 failed (baseline
10,844/4/0). Two independent Opus reviews (retail-conformance and
architecture/adversarial) PASS on the final diff after three FAIL rounds; every
intermediate state was fully green, so the suite caught none of the four real
defects. Connected acceptance is NOT run: nothing a user can do makes ACE emit
a ForcePosition without retail's @pklite, which acdream does not implement — see
docs/research/2026-08-03-c4-route-2-visual-gate.md.
Known gap, recorded not claimed: the plan's acceptance item 2 is unmet. The App
double-write check is a source pin, and "the committed projection moves the
render entity" is uncovered at any layer (#292). Filed alongside: #286-#291,
#293-#296.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
parent
22a5c95400
commit
9966b53174
25 changed files with 4292 additions and 195 deletions
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@ -15,6 +15,7 @@ using AcDream.Core.Items;
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using AcDream.Core.Physics;
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using AcDream.Runtime.Entities;
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using AcDream.Runtime.Gameplay;
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using AcDream.Runtime.Session;
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using AcDream.Core.Selection;
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using AcDream.Core.World;
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using DatReaderWriter;
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@ -63,6 +64,7 @@ internal sealed class LiveEntityNetworkUpdateController
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private readonly IMovementTruthDiagnosticSink _movementTruthDiagnostics;
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private readonly InventoryWorldDropProjectionController?
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_worldDropProjection;
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private readonly RuntimeAcceptedPositionDriveController _acceptedPositionDrive;
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private PlayerMovementController? _playerController => _playerControllerSource.Controller;
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private EntityPhysicsHost? _playerHost => _playerHostSource.Host;
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@ -103,6 +105,7 @@ internal sealed class LiveEntityNetworkUpdateController
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ILiveWorldSessionSource session,
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Action<uint, AcceptedPhysicsTimestamps> publishTimestamps,
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IMovementTruthDiagnosticSink movementTruthDiagnostics,
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RuntimeAcceptedPositionDriveController acceptedPositionDrive,
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InventoryWorldDropProjectionController? worldDropProjection = null)
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{
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_liveEntities = liveEntities ?? throw new ArgumentNullException(nameof(liveEntities));
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@ -138,6 +141,8 @@ internal sealed class LiveEntityNetworkUpdateController
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publishTimestamps);
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_movementTruthDiagnostics = movementTruthDiagnostics
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?? throw new ArgumentNullException(nameof(movementTruthDiagnostics));
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_acceptedPositionDrive = acceptedPositionDrive
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?? throw new ArgumentNullException(nameof(acceptedPositionDrive));
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_worldDropProjection = worldDropProjection;
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}
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@ -1113,20 +1118,61 @@ internal sealed class LiveEntityNetworkUpdateController
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bool forceLocal = timestampDisposition is AcDream.Core.Physics.PositionTimestampDisposition.ForcePosition
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&& update.Guid == _playerServerGuid
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&& _playerController is not null;
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if (!LocalForcePositionTransaction.Apply(
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forceLocal,
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() => IsCurrentPositionOwner(),
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() => _playerController!.BlipPosition(
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worldPos,
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p.LandblockId,
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new System.Numerics.Vector3(
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p.PositionX,
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p.PositionY,
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p.PositionZ)),
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() => _localPlayerOutbound.SendImmediatePosition(
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_session.CurrentSession,
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_playerController)))
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return;
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if (forceLocal)
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{
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if (!IsCurrentPositionOwner())
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return;
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// C4 route 2 (2026-08-03): the Runtime-owned accepted-Position
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// execution seam replaces the deleted LocalForcePositionTransaction.
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// Ownership validation is the operation's own currency check,
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// the body commit is Runtime's canonical SetPosition transaction
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// (retail CPhysicsObj::SetPositionSimple @0x005162B0, called from
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// SmartBox::BlipPlayer @0x00453940), and the outbound ack is an
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// OUTPUT of that committed route, fired strictly after it.
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RuntimeAcceptedPositionExecutionStatus forceStatus =
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_acceptedPositionDrive.TryExecuteAcceptedLocalPosition(
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acceptedPositionCanonical,
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update,
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timestampDisposition,
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timestamps,
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timestamps.PreviousTeleport);
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if (forceStatus is RuntimeAcceptedPositionExecutionStatus.Committed
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or RuntimeAcceptedPositionExecutionStatus.DeferredCell)
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{
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// App projects the committed (or parked-toward) result
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// through the existing Runtime placement sink
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// (RuntimePlacementPresentationSink), which observes the
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// SAME Runtime SetPosition FIFO every other placement uses —
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// it must not ALSO independently mutate the render-facing
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// WorldEntity here (the retired duplicate-write authority:
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// the generic tail below). The two local-player side effects
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// this neighbourhood still owns independently of WorldEntity
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// position (owned-VFX pose-dirty tracking and the
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// pre-player-mode streaming landblock tracker) are
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// preserved — DeferredCell included, since following the
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// destination is what lets its streaming/collision window
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// eventually publish the generation the park is waiting on.
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_entityEffects?.MarkLiveOwnerPoseDirty(update.Guid);
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_authorityGate.ObserveAcceptedLocalPosition(
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update.Position.LandblockId);
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return;
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}
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if (forceStatus is not RuntimeAcceptedPositionExecutionStatus.NotApplicable)
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{
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// R9 review fix (2026-08-03): Rejected/Contention — no
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// correction was applied or parked for this exact packet.
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// Do NOT move the streaming observer or mark the render pose
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// dirty for a landblock this route explicitly declined to
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// place into, and do not fall through to the generic tail
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// below either (that would resurrect the retired duplicate-
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// write authority this whole route exists to remove).
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return;
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}
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// NotApplicable — e.g. an initial-Create residence still owns
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// this record (route 1's job). Fall through to the pre-existing
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// path unchanged, exactly as every other disposition does.
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}
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// A leave-world transition deliberately retains WorldEntity as the
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// logical/render-resource owner while IsSpatiallyProjected is false.
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