feat(headless): hydrate isolated collision worlds

This commit is contained in:
Erik 2026-07-27 09:25:58 +02:00
parent 9569dadb57
commit b6547ff38c
20 changed files with 1960 additions and 101 deletions

View file

@ -69,28 +69,6 @@ internal sealed class LocalPlayerModeState : ILocalPlayerModeSource
}
}
/// <summary>
/// Session-scoped server-authoritative movement skills. Player-description
/// delivery and player-mode construction share this owner so rebuilding the
/// local physics controller cannot fall back to stale defaults.
/// </summary>
internal static class LocalPlayerSkillProjection
{
public static bool ApplyTo(
AcDream.Runtime.Gameplay.RuntimeMovementSkillState skills,
PlayerMovementController? controller)
{
ArgumentNullException.ThrowIfNull(skills);
AcDream.Runtime.Gameplay.RuntimeMovementSkillSnapshot snapshot =
skills.Snapshot;
if (controller is null || !snapshot.IsComplete)
return false;
controller.SetCharacterSkills(snapshot.RunSkill, snapshot.JumpSkill);
return true;
}
}
internal interface IViewportAspectSource
{
float Aspect { get; }

View file

@ -361,7 +361,9 @@ internal sealed class PlayerModeController :
exactMovement.CancelMoveTo(WeenieError.ActionCancelled);
};
if (LocalPlayerSkillProjection.ApplyTo(_skills, controller))
if (RuntimeMovementSkillProjection.ApplyTo(
_skills,
controller))
{
Console.WriteLine(
$"live: {loggingTag} — applied server skills "