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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@ -1,3 +1,4 @@
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using System.Text.RegularExpressions;
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using AcDream.App.Physics;
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namespace AcDream.App.Tests.Physics;
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@ -46,51 +47,97 @@ public sealed class LiveEntityNetworkBranchRoutingTests
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Assert.Equal(["projectile", "canonical", "ordinary"], calls);
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}
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[Fact]
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public void ForcePosition_BlipsAndAcknowledgesExactlyOnce()
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// C4 route 2 (2026-08-03): LocalForcePositionTransaction and its
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// ForcePosition_* coverage here are RETIRED, not adapted — the class is
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// deleted outright (docs/research/2026-08-03-c4-route-2-contract.md
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// §"The contract" item 2). Its three jobs (ownership validation, the
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// blip/commit, and the exactly-once ack including the displaced-
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// authority case its trailing isCurrent() covered) are now properties of
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// the Runtime-owned RuntimeAcceptedPositionDriveController and are tested
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// there: tests/AcDream.Runtime.Tests/Session/RuntimeAcceptedPositionDriveControllerTests.cs.
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/// <summary>
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/// R8 review fix (2026-08-03): source pins for the generic-tail
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/// double-write guard in <c>LiveEntityNetworkUpdateController.OnPosition</c>.
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/// A full behavioral fixture is impractical here for the SAME reason
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/// <c>C3cF1ProductionWiringTests</c> gives — the controller's dependency
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/// set is composition-only (67+ collaborators wired only by
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/// <c>SessionPlayerComposition</c>) — so this follows that file's exact
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/// established pattern: assert the STRUCTURE of the production source
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/// rather than construct the class. The Runtime-level behavioral
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/// coverage for the seam itself lives in
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/// RuntimeAcceptedPositionDriveControllerTests; these pins are what stop
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/// this App-layer call site from silently reintroducing the retired
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/// duplicate-write authority (the deleted LocalForcePositionTransaction
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/// pair + the generic render-tail writing the SAME accepted Position a
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/// second time — 670f307c's divergence class).
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/// </summary>
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public sealed class LiveEntityNetworkUpdateControllerForcePositionWiringTests
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{
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int currentChecks = 0;
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int blips = 0;
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int acknowledgements = 0;
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[Fact]
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public void LocalForcePositionTransactionIsNeverCalledFromThisFile()
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{
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string source = ReadSource("LiveEntityNetworkUpdateController.cs");
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bool completed = LocalForcePositionTransaction.Apply(
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isForcePosition: true,
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() => { currentChecks++; return true; },
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() => blips++,
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() => acknowledgements++);
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// The name may still appear in a comment explaining what
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// replaced it (contract §"the deleted LocalForcePositionTransaction");
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// what must be gone is any actual call into it.
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Assert.DoesNotContain(
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"LocalForcePositionTransaction.Apply(",
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source,
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StringComparison.Ordinal);
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}
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Assert.True(completed);
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Assert.Equal(2, currentChecks);
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Assert.Equal(1, blips);
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Assert.Equal(1, acknowledgements);
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}
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[Fact]
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public void GenericTailWriteIsNeverDuplicatedForTheLocalForcePositionPath()
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{
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string source = ReadSource("LiveEntityNetworkUpdateController.cs");
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[Fact]
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public void ForcePosition_AcknowledgementInvalidationStopsTheTail()
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{
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bool current = true;
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int acknowledgements = 0;
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// The generic render-tail's WorldEntity write is the ONE
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// remaining writer of an accepted Position — it must serve
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// remotes only, never a second local-player write alongside the
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// Runtime-committed one.
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Assert.Single(
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Regex.Matches(source, @"entity\.SetPosition\(worldPos\);")
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.Cast<Match>());
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}
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bool completed = LocalForcePositionTransaction.Apply(
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isForcePosition: true,
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() => current,
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() => { },
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() => { acknowledgements++; current = false; });
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[Fact]
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public void CommittedOrDeferredCellReturnsBeforeReachingTheGenericTail()
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{
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string source = ReadSource("LiveEntityNetworkUpdateController.cs");
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Assert.False(completed);
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Assert.Equal(1, acknowledgements);
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}
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// The Committed/DeferredCell branch must still return
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// immediately after its two preserved side effects — a missing
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// `return` here would fall through into the generic tail below
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// and resurrect the double-write.
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Assert.Matches(
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new Regex(
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@"ObserveAcceptedLocalPosition\(\s*"
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+ @"update\.Position\.LandblockId\);\s*return;",
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RegexOptions.Singleline),
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source);
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}
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[Fact]
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public void OrdinaryPositionDoesNotBlipOrAcknowledge()
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{
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int calls = 0;
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private static string ReadSource(string fileName)
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{
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DirectoryInfo? directory = new(AppContext.BaseDirectory);
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while (directory is not null)
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{
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if (File.Exists(Path.Combine(directory.FullName, "AcDream.slnx")))
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{
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return File.ReadAllText(Path.Combine(
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directory.FullName,
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"src",
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"AcDream.App",
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"Physics",
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fileName));
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}
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Assert.True(LocalForcePositionTransaction.Apply(
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isForcePosition: false,
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() => { calls++; return false; },
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() => calls++,
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() => calls++));
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Assert.Equal(0, calls);
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directory = directory.Parent;
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}
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throw new DirectoryNotFoundException("Could not find AcDream.slnx.");
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}
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}
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}
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