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.
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@ -24,11 +24,10 @@ namespace AcDream.App.Physics;
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/// the <c>!IsPlayerGuid</c>-gated stale-velocity animation-cycle stop. See
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/// <c>docs/research/2026-07-07-184-slice2-unify-extract-handoff.md</c>.</para>
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///
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/// <para>Shared helpers that GameWindow also calls elsewhere are injected:
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/// <c>GetSetupCylinder</c> (a general Setup-dimension helper with ~9 callers,
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/// incl. the local player's own cylinder — kept on GameWindow) and
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/// <c>ApplyServerControlledVelocityCycle</c> (anim-cycle selection, also called
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/// from the UP handler) arrive as delegates. <c>SyncRemoteShadowToBody</c>
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/// <para>Shared policy arrives through focused Physics delegates:
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/// <c>GetSetupCylinder</c> is owned by <c>LiveEntityMotionRuntimeController</c>,
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/// while <c>ApplyServerControlledVelocityCycle</c> is stateless policy also
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/// consumed by the UpdatePosition route. <c>SyncRemoteShadowToBody</c>
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/// (remote-physics-specific) moved here and is called back from the UP-branch
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/// tail; <c>ApplyPositionManagerDelta</c> / <c>TickRemoteMoveTo</c> had no other
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/// callers and moved here outright.</para>
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