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:
Erik 2026-08-03 18:46:36 +02:00
parent 22a5c95400
commit 9966b53174
25 changed files with 4292 additions and 195 deletions

View file

@ -126,6 +126,11 @@ internal sealed class HeadlessSessionHost : IDisposable
/// Runtime lifetime) plus the active world projection it pumps
/// through.</summary>
private RuntimeFirstEntryDriveController? _firstEntryDrive;
/// <summary>C4 route 2 (2026-08-03): see the ctor comment in
/// <see cref="CreateEventRoute"/> — cached across reconnects exactly
/// like <see cref="_firstEntryDrive"/>.</summary>
private RuntimeAcceptedPositionDriveController? _acceptedPositionDrive;
private AcDream.Core.Net.WorldSession? _currentSession;
private HeadlessSessionWorldProjection? _worldProjection;
private int _disposeStage;
private long _reconnectDeadline;
@ -311,8 +316,20 @@ internal sealed class HeadlessSessionHost : IDisposable
_policy.Tick(Runtime, Commands);
}
internal RuntimeTeardownAcknowledgement Stop() =>
Commands.Session.Stop(Runtime.Generation);
internal RuntimeTeardownAcknowledgement Stop()
{
RuntimeTeardownAcknowledgement result =
Commands.Session.Stop(Runtime.Generation);
// R9 review fix (2026-08-03): _currentSession is cached across
// reconnects (see CreateEventRoute's comment) so the accepted-
// position drive controller's outbound-ack accessor always reads the
// CURRENT session, never one captured at first construction. Without
// clearing it here, that accessor would keep returning a stopped
// (possibly disposed) WorldSession in the window between this Stop
// and the next CreateEventRoute call.
_currentSession = null;
return result;
}
internal void Quarantine(Exception error)
{
@ -536,6 +553,25 @@ internal sealed class HeadlessSessionHost : IDisposable
private ILiveSessionEventRouting CreateEventRoute(
AcDream.Core.Net.WorldSession session)
{
// C4 route 2 (2026-08-03): reconnects construct a FRESH WorldSession
// each call, but the accepted-Position drive controller below is
// cached across reconnects (`??=`) exactly like _firstEntryDrive —
// its ack-firing accessor must therefore read the CURRENT session
// through this field, never one captured at first construction.
_currentSession = session;
// R9 review note (2026-08-03): a content-less host (_contentLease is
// null — a validated-legal headless configuration, see
// RuntimeLiveEntitySessionController.OnSpawned's own R3 comment)
// never constructs _acceptedPositionDrive OR worldProjection below,
// so a ForcePosition on such a host resolves NotApplicable with no
// ProjectPosition fallback either. This is NOT a behaviour change:
// a content-less host never registers a first-entry residence, so
// Runtime.MovementOwner.Controller is always null there too, and
// LocalPlayerOutboundController.SendImmediatePosition's own
// controller-null guard already made the PRE-route-2 unconditional
// ack call a no-op in this exact configuration. There is no live
// controller for either the old or the new path to place or
// acknowledge.
IRuntimeDirectWorldProjection? worldProjection = null;
if (_contentLease is { } content)
{
@ -557,10 +593,24 @@ internal sealed class HeadlessSessionHost : IDisposable
Radius: 0.48f,
Height: 1.835f,
RuntimeLocalPlayerShadowDisposition.ProvenShapeless));
// C4 route 2: one drive controller per host, mirroring
// _firstEntryDrive exactly — same persistent Runtime lifetime,
// collision source, and clock.
_acceptedPositionDrive ??= new RuntimeAcceptedPositionDriveController(
Runtime.EntityObjects,
Runtime.Clock,
content.PreparedCollision,
new LocalPlayerOutboundController((_, _, _, _, _, _) => { }),
() => Runtime.Generation,
() => Runtime.PlayerIdentity.ServerGuid,
() => Runtime.MovementOwner.Controller,
() => Runtime.CharacterOwner.UsePositionFromServer,
() => _currentSession);
var projection = new HeadlessSessionWorldProjection(
Runtime,
content,
_firstEntryDrive);
_firstEntryDrive,
_acceptedPositionDrive);
_worldProjection = projection;
worldProjection = projection;
}
@ -571,7 +621,8 @@ internal sealed class HeadlessSessionHost : IDisposable
_descriptor.Id,
message,
Runtime.Generation.Value),
worldProjection);
worldProjection,
_acceptedPositionDrive);
var route = new LiveSessionEventRouter(
session,
entities.CreateSink(),
@ -620,7 +671,8 @@ internal sealed class HeadlessSessionHost : IDisposable
Runtime,
new HeadlessRuntimePlacementProjectionSink(Runtime),
_firstEntryDrive,
_ => session.SendGameAction(GameActionLoginComplete.Build()));
_ => session.SendGameAction(GameActionLoginComplete.Build()),
_acceptedPositionDrive);
}
private static LiveSessionCharacterSelector MapCharacterSelector(