fix(physics): TS-23 - plumb real PK/PKLite/Impenetrable mover flags
Campaign P Slice P3 item 3. The wire parse (CreateObject's PublicWeenieDesc._bitfield), the decode (EntityCollisionFlagsExt. FromPwdBitfield), the per-GUID storage (ClientObjectTable. PublicWeenieBitfield), and the exemption logic (CollisionExemption. ShouldSkip) all already existed and were already correct -- every mover-flags call site just fed a GUID-prefix IsPlayer heuristic instead of the real per-entity PK/PKLite/Impenetrable state (retail OBJECTINFO::init 0x0050cf30 state |= 0x80/0x800/0x1000). Port: - EntityCollisionFlagsExt.ToMoverState translates the decoded PWD bit-space into the ObjectInfoState bit-space FindObjCollisions actually reads -- two different numberings that must not be confused. Deliberately does not translate IsPlayer (every call site already derives that correctly from its own GUID heuristic per #184 Slice 2b). - EntityCollisionFlagsExt.ResolveMoverPvpState is the one shared ClientObjectTable-backed lookup (guid -> ObjectInfoState), replacing what would otherwise have been three separate inline copies across GameWindow/LivePresentationComposition/RemoteTeleportController. - Threaded as a new optional moverPvpState parameter through RuntimeRemotePhysicsUpdater.Tick/TickHidden and RuntimeOrdinaryPhysicsUpdater.TryBegin (default None preserves every pre-P3 caller unchanged), and as PlayerMovementController.OwnPvpFlags for the local player's own two resolve call sites. - TS-23 section 12b: PlayerWeenie.JumpStaminaCost's pk parameter now reads the real PlayerKillerStatus(0x86)/LastPkAttackTimestamp(0x91) pair against retail's 20-second recency window (pkStatus in {4, 0x40} && (timestamp + 20.0) >= now), replacing the P1 hardcoded false. RuntimeMovementSkillState/Snapshot and LiveSessionEventRouter.RecomputePvpStatus push both the PWD bitfield and the PlayerKillerStatus pair reactively, riding the SAME ClientObject event triggers RecomputeBurden already uses. - A conformance test caught a genuine precision bug in the first PK-timer clock choice: DateTimeOffset.UtcNow's Unix-epoch seconds (~1.7 billion) loses ~128 seconds of precision in a 32-bit float, silently swallowing the entire 20-second window. Switched to Environment.TickCount64 (small, monotonic magnitude) -- also the more retail-plausible basis, since LastPkAttackTimestamp is itself a wire PropertyFloat and retail's Timer::cur_time is almost certainly a process/session-relative counter for the same precision reason, not an absolute epoch. Non-PK invariant (the acceptance criterion): an entity with no ClientObjectTable row, or a row whose PublicWeenieBitfield is null or 0, resolves to ObjectInfoState.None -- a no-op OR into moverFlags, bit-identical to every pre-P3 caller's hardcoded value. A dedicated test drives two real ClientObjectTable rows through CollisionExemption.ShouldSkip and confirms PK-vs-PK collides while PK-vs-non-PK and non-PK-vs-non-PK both stay exempt (walk through). Register: TS-23 retired (both the collision-flags and PK-timer halves); the stale "M2 combat must land TS-23" phase-gate note removed. dotnet build + dotnet test (Core.Tests 4008/2 skip, Runtime.Tests 425/0, App.Tests 3968/3 skip, complete solution build) all green. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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17 changed files with 702 additions and 53 deletions
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@ -153,6 +153,18 @@ public sealed class GameWindow :
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private AcDream.Core.Physics.PhysicsDataCache _physicsDataCache =>
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_runtimeEntityObjects.Physics.DataCache;
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/// <summary>
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/// TS-23 (Campaign P Slice P3, 2026-07-30): resolves a mover's own
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/// PK/PKLite/Impenetrable <see cref="AcDream.Core.Physics.ObjectInfoState"/>
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/// bits from its <c>ClientObjectTable</c> row — the same table CreateObject
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/// already populates <c>PublicWeenieBitfield</c> on (per-GUID, including
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/// every remote's own row, not just collision targets).
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/// </summary>
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private AcDream.Core.Physics.ObjectInfoState GetMoverPvpState(uint serverGuid) =>
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AcDream.Core.Physics.EntityCollisionFlagsExt.ResolveMoverPvpState(
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_runtimeEntityObjects.Objects,
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serverGuid);
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// #184 Slice 2a: the per-remote dead-reckoning tick, extracted out of the
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// >10k-line TickAnimations (Code Structure Rule 1). Reusable setup/motion
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// policy is supplied through the once-bound live motion runtime, while the
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@ -653,7 +665,8 @@ public sealed class GameWindow :
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_runtimeEntityObjects.Physics,
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_liveEntityMotionBindings.GetSetupCylinder,
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_liveEntityMotionBindings.GetSetupMoverShape,
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AcDream.App.Physics.RemoteServerControlledVelocityCycle.Apply);
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AcDream.App.Physics.RemoteServerControlledVelocityCycle.Apply,
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GetMoverPvpState);
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_remoteInboundMotion = new AcDream.App.Physics.RemoteInboundMotionDispatcher(
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(movement, cellId, update) =>
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_liveEntityMotionBindings.RouteServerMoveTo(
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