fix(physics): activate collision generations atomically

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Erik 2026-07-31 15:19:25 +02:00
parent 3e0f3b6206
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18 changed files with 1402 additions and 80 deletions

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# Atomic collision-generation activation (Slice 3B)
## Retail anchor
Retail hydrates a cell synchronously. `CObjCell::init_objects`
(`0x0052B420`) visits objects associated with that cell and invokes
`CPhysicsObj::recalc_cross_cells` (`0x00515A30`). The final position path also
replaces shadows as one `SetPositionInternal` operation (`0x00515330`). Retail
therefore never exposes a world where the new cell exists but the objects that
overlap it still have their old cross-cell set.
Acdream streams a landblock over several update frames. Literal per-cell
mutation during those frames was not equivalent: the active `PhysicsDataCache`,
`CellGraph`, `PhysicsEngine`, buildings, static shadows, and retained-object
refloods changed at different cursors. Collision queries could observe a mixed
generation, and correctness depended on a later optional landblock callback.
## Ported adaptation
The asynchronous unit is now one Runtime-owned collision generation:
1. `BeginCollisionAdmission` issues the exact Runtime/landblock generation.
2. `PrepareCollisionGeneration` clones the bounded resident spatial records
into a private cache, graph, engine, and shadow registry. Global immutable
GfxObj/Setup catalogs are not copied; the accepted build's exact closure is
populated by the existing cursors.
3. App and Headless publish terrain, EnvCells, topology, buildings, prepared
collision assets, static owners, and retained dynamic-owner cell sets only
into that private generation.
4. Each dynamic owner refresh captures its exact `ShadowObjectRegistry`
mutation version. Movement, state/payload change, spawn, suspension, or
deletion changes that version.
5. `CommitCollisionGeneration` validates the admission, exact affected-owner
set, and all captured versions. If any owner is dirty, it returns the sorted
dirty IDs without touching the active world; App advances those IDs through
its existing work meter and retries.
6. Once fresh, Runtime precomputes the replacement arrays and synchronously
replaces the landblock's cache/graph/engine/building/static and dynamic
shadow state on the same update thread. Only after the complete replacement
does it emit `CollisionGenerationCommitted` and a ready acknowledgement.
The stable borrowed `PhysicsEngine` and `PhysicsDataCache` object identities do
not change. Presentation and no-window hosts use the same Runtime transaction.
Network workers still enqueue immutable messages and cannot mutate collision or
shadow state.
## Failure and lifetime rules
- A newer admission invalidates an older prepared generation.
- Demotion, withdrawal, reset, and disposal invalidate the admission before
changing the active generation.
- Disposing a stale/cancelled prepared generation clears only its private
engine/cache/shadows.
- The prior complete generation remains queryable throughout preparation.
- The commit notification is the future lost-cell-registry seam. Slice 3B does
not implement `GotoLostCell` or change `SetPosition` recovery behavior.
## Deterministic evidence
The focused Runtime/App tests pin:
- previous terrain/cells/buildings/statics remain visible until commit;
- exactly one notification after a successful complete activation;
- stale admission replacement has no active-world side effect;
- movement during staging rejects, refreshes only the dirty owner, and then
installs its latest cell set;
- spawn and deletion during staging both reject stale activation;
- graphical and no-window publishers use the same Runtime transaction;
- removal and terminal teardown converge the active ownership ledger.
This retires divergence row AD-6. The remaining lost-cell state-machine work is
deliberately outside this slice.