refactor(world): extract live entity network updates

Move Position, Vector, State, Movement, and equal-generation CreateObject routing out of GameWindow while preserving per-channel authority, ForcePosition acknowledgement, and motion-runtime ownership. Add adversarial authority and exact-wire coverage so reentrant updates and GUID reuse cannot publish stale state.
This commit is contained in:
Erik 2026-07-21 19:11:49 +02:00
parent c203e4799a
commit aa90c64666
19 changed files with 3701 additions and 2241 deletions

View file

@ -195,6 +195,9 @@ src/AcDream.App/
│ ├── RemotePhysicsUpdater.cs # ordinary/Hidden remote narrow-tick integration
│ ├── LiveEntityOrdinaryPhysicsUpdater.cs # manager-less canonical body Transition path
│ ├── LiveEntityNetworkUpdateController.cs # Position/Vector/State/Motion App integration
│ ├── LiveEntityInboundAuthorityGate.cs # exact per-channel timestamp/version admission
│ ├── LiveEntityMotionRuntimeController.cs # shared host/setup/MoveTo/Sticky runtime policy
│ ├── DeferredLiveEntityMotionRuntimeBindings.cs # fail-fast construction-order bridge
│ ├── LiveEntityShadowPublisher.cs # authoritative exact-owner/residency collision gate
│ ├── RemoteInboundMotionDispatcher.cs # shared animated/headless UpdateMotion funnel
│ ├── RemoteTeleportController.cs # loaded/pending teleport placement ownership