docs(runtime): close J3.3 and hand off J3.4
Record exact projection-store ownership, automated and connected evidence, rollback chain, and the executor-ready canonical object-table plan. Reconcile milestones, roadmap, architecture, divergence pointers, AGENTS/CLAUDE, and durable handoff state. Co-authored-by: Codex <codex@openai.com>
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15 changed files with 757 additions and 114 deletions
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@ -209,7 +209,12 @@ src/
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ordered deltas, clock, generation + teardown
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Session/ -> J2 canonical session lifetime, ordered
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inbound routing + retryable teardown
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-> J3 identity, properties, and object-table extraction active
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Entities/
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RuntimeEntityDirectory.cs -> sole GUID/incarnation/local-ID authority
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RuntimeEntityRecord.cs -> presentation-free accepted entity state
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InboundPhysicsStateController.cs -> retail timestamp/snapshot authority
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ParentAttachmentState.cs -> generation-exact parent relations
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-> J3.1-J3.3 complete; J3.4 canonical object-table ownership next
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-> may reference Core, Core.Net, Content, and Plugin.Abstractions only
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-> must never reference App, UI, Silk.NET, OpenAL, Arch, or ImGui
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@ -230,7 +235,8 @@ src/
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RemoteTeleportHook.cs -> ordered retail teleport teardown seam
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RemoteTeleportPlacement.cs -> collision-seated SetPosition transition commit
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World/
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LiveEntityRuntime.cs -> canonical identity/state/body/projectile/spatial ownership
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LiveEntityRuntime.cs -> exact-key App projection/lifecycle host
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LiveEntityProjectionStore.cs -> materialized sidecars by RuntimeEntityKey
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RetailInboundEventDispatcher.cs -> update-thread packet/frame FIFO barrier
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LiveEntityPresentationController.cs -> Hidden/NoDraw/effect/collision presentation
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LiveEntityTeardown.cs -> failure-isolated multi-owner lifecycle drain
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@ -447,26 +453,38 @@ Ownership by phase:
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## GameEntity: The Unified Entity (target refactor)
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`LiveEntityRuntime` is now the shipped bridge to this target. It owns one
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`LiveEntityRecord` per accepted server-object incarnation, ServerGuid-to-local-id
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translation, accepted snapshots/timestamp gates, the canonical `PhysicsBody`,
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animation/remote-motion/projectile components, parent-event state,
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effect-profile defaults, and exact logical
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teardown. Live `PhysicsDesc` effect fields replace Setup defaults on that same
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record; rebucketing never recreates them. `GpuWorldState`
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owns spatial buckets only: register/rebucket/unregister are separate operations,
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logical teardown removes the exact `WorldEntity` incarnation rather than every
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projection sharing its server GUID, and per-GUID/session mutation epochs prevent
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a callback from resurrecting an outer CreateObject after delete/reset. Per-GUID
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epoch tombstones remain until session clear, so delete-then-create cannot repeat
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an outer operation's epoch (the ABA problem). Resource registration is an atomic
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boundary, superseded cleanup failures surface at the runtime boundary, and
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visibility observers are failure-isolated without interrupting canonical commits.
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Landblock reloads reuse the same `WorldEntity` without replaying renderer or
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script creation. Its canonical materialized view remains stable across pending
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landblocks, while a separate visible-only view feeds radar, picking, status, and
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targeting. Raw server PhysicsState and the final state produced by retail's
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ordered Lighting/NoDraw/Hidden side effects are stored separately.
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The shipped bridge is now split at the Runtime/App boundary.
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`AcDream.Runtime.Entities.RuntimeEntityDirectory` owns the only current
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server-GUID/incarnation map, Runtime local-ID allocation/reverse lookup,
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accepted snapshots and timestamp gates, parent state, session/operation
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versions, and exact tombstones. `RuntimeEntityRecord` is presentation-free.
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`LiveEntityRuntime` is the App projection/lifecycle host.
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`RegisterLiveEntity` first creates or refreshes canonical Runtime state without
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an App record. `MaterializeLiveEntity` claims the Runtime local ID and creates
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one graphical `LiveEntityRecord` sidecar in `LiveEntityProjectionStore`, keyed
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by exact `RuntimeEntityKey` (local ID plus `INSTANCE_TS`). The sidecar owns the
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App animation, remote-motion, projectile, hydration, and effect presentation
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state. `RuntimeEntityRecord` deliberately still carries the canonical
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`PhysicsBody`/physics-host facts until their coherent J5 move.
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Live `PhysicsDesc` effect fields replace Setup defaults on that same exact
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sidecar; rebucketing never recreates it.
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`GpuWorldState` owns spatial buckets only and retains the exact projection key
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through loaded/pending movement, landblock retirement/reload, origin recenter,
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quiescence, and visibility transition delivery. Register, rebucket, withdraw,
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and unregister remain separate operations. Logical teardown removes the exact
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`WorldEntity` incarnation rather than every projection sharing its server GUID.
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Runtime per-GUID/session operation versions prevent a callback from
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resurrecting an outer CreateObject after delete/reset, and exact tombstones
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prevent ABA reuse. Resource registration is an atomic boundary, superseded
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cleanup failures surface at the runtime boundary, and visibility observers are
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failure-isolated without interrupting canonical commits. Landblock reloads
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reuse the same `WorldEntity` without replaying renderer or script creation.
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Focused exact-key materialized queries remain stable across pending landblocks;
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focused visible queries feed radar, picking, status, and targeting. Raw server
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PhysicsState and the final state produced by retail's ordered
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Lighting/NoDraw/Hidden side effects are stored separately.
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When retail's 25-second leave-visibility deadline expires, active ownership
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still ends completely. The ACE adapter retains only the accepted
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`EntitySpawn` in `DormantLiveEntityStore`, because ACE can keep that GUID in
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@ -494,10 +512,11 @@ does not depend on Content or a database implementation.
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Runtime effect delivery is owned by App-layer `EntityEffectController`. It
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retains pre-materialization F754/F755 packets in one mixed FIFO per server GUID,
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resolves the canonical local ID through `LiveEntityRuntime` only after
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renderer/resources/profile are ready, and resolves typed/default/part-default
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hooks through the live owner's current `EntityEffectProfile`. It does not own a
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second GUID map. The same profile publishes Setup/static or network/live
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asks Runtime for the current canonical incarnation, then resolves the exact
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App projection only after renderer/resources/profile are ready. It resolves
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typed/default/part-default hooks through that projection's current
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`EntityEffectProfile`; it does not own a second GUID map. The same profile
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publishes Setup/static or network/live
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SoundTable ownership at readiness and on every same-generation PhysicsDesc
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replacement, including present-zero clearing. Core `PhysicsScriptRunner` mirrors retail's one
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serial FIFO per owner: duplicate plays append, owners progress independently,
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@ -920,7 +939,8 @@ Current movement/collision ownership:
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- **B.3** is shipped MVP history: first collision resolver foundation.
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- **L.1/R6** own animation/motion parity and the complete retail object-frame
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update order over canonical `LiveEntityRuntime` records.
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update order over canonical Runtime records plus exact-key App projection
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sidecars.
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- **L.2** owns the remaining movement and collision conformance:
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`docs/plans/2026-04-29-movement-collision-conformance.md`.
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- **G.3 is shipped**: dungeon streaming, portal-space presentation, collision,
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@ -47,8 +47,9 @@ At the campaign baseline, `GameWindow` was the single object that:
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- Composes the shipped `LiveSessionController`/host/router boundary; it no
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longer owns a parallel session, command bus, subscription lifetime, connect,
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character-entry, reconnect, or graceful-close body.
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- Owns the adapters that hydrate canonical `LiveEntityRuntime` records into
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animation, collision, rendering, and DAT-backed appearance resources.
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- Owns the adapters that hydrate canonical Runtime entity records into
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exact-key App projection sidecars and their animation, collision, rendering,
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and DAT-backed appearance resources.
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- Composes the shipped `WorldSelectionQuery` and
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`SelectionInteractionController`; it no longer owns world-picking,
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selection intent, Use/PickUp, or auto-walk deferral algorithms.
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@ -298,7 +299,8 @@ What `GameWindow` loses:
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- Live connect/enter/logout and event-subscription bodies → completed inside
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`LiveSessionController` / `LiveSessionEventRouter`.
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- Live-object hydration adapters and final animated-part presentation → focused
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world/render owners over canonical `LiveEntityRuntime` records.
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world/render owners over exact-key App projection sidecars backed by
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canonical Runtime records.
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- `WorldPicker`, target queries, and selection-driven Use/PickUp/auto-walk →
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`WorldSelectionQuery` + `SelectionInteractionController`. Core
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`SelectionState` remains the injected session owner.
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@ -310,27 +312,33 @@ What `GameWindow` loses:
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The eventual `GameEntity` aggregation (target state described in
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`acdream-architecture.md` §"GameEntity: The Unified Entity") happens
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**after** `LiveEntityRuntime` is the single owner of entity state.
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Until then, the parallel-dicts problem is bounded inside one class
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instead of spread across `GameWindow`.
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**after** `RuntimeEntityDirectory` is the single owner of canonical entity
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state. That boundary is now shipped. App's former parallel presentation
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dictionaries are bounded by one exact-key projection store rather than spread
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across `GameWindow`.
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`LiveEntityRuntime` is now that single boundary. It composes
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`InboundPhysicsStateController` for the nine-channel retail timestamp gates and
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latest accepted immutable CreateObject snapshot, owns the canonical local ID
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and optional runtime components, and separates logical registration from
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spatial projection. It also retains raw PhysicsState separately from the final
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state produced by retail's ordered side effects;
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`LiveEntityPresentationController` projects those transitions into draw,
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collision, effect, child-NoDraw, and target visibility without becoming a
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second lifetime or GUID owner. `ParentAttachmentState` is runtime-owned and keys unresolved
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relations by child and parent generation. `Rendering/Vfx/EntityEffectController`
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owns the focused mixed F754/F755 pending FIFO, effect profiles, typed-table
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resolution, and a readiness set; canonical ServerGuid-to-local-ID translation
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always stays in `LiveEntityRuntime`. `EntityScriptActivator` uses the same
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canonical `WorldEntity.Id` as rendering and physics; the disjoint static ID
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allocators fail fast instead of wrapping into another landblock's namespace.
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All other non-Parent packet
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families still need the future general queue tracked by divergence AD-32.
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`RuntimeEntityDirectory` owns the only active server-GUID/incarnation map,
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Runtime local-ID allocation/reverse lookup, accepted immutable CreateObject
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snapshot and nine-channel timestamp gates, parent relations, operation
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versions, and exact teardown tombstones. `RuntimeEntityRecord` is
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presentation-free. `LiveEntityRuntime` is the App projection/lifecycle host:
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it creates a `LiveEntityRecord` sidecar only after Runtime local-ID claim and
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stores it in `LiveEntityProjectionStore` by exact `RuntimeEntityKey`.
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Hydration, animation, effects, lights, equipped children, render identity,
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movement observations, liveness, teardown, and spatial worksets borrow that
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same exact identity. `LiveEntityPresentationController` projects Runtime state
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transitions into draw, collision, effects, child-NoDraw, and target visibility
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without becoming a second canonical owner.
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`Rendering/Vfx/EntityEffectController` owns the focused mixed F754/F755 pending
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FIFO, effect profiles, typed-table resolution, and readiness markers. A GUID
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is retained there only as pending wire-delivery metadata; current-incarnation
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resolution always asks `RuntimeEntityDirectory` and then the exact projection
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store. `EntityScriptActivator` uses the same Runtime-issued `WorldEntity.Id` as
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rendering and physics; disjoint static ID allocators fail fast instead of
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wrapping into another landblock's namespace. All other non-Parent pre-create
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packet families still need the future general queue tracked by divergence
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AD-32.
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The per-frame object scheduler is extracted, but final animated-part
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presentation is not. `LiveEntityAnimationScheduler` snapshots canonical spatial
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@ -348,8 +356,8 @@ is deliberately separate: `RetailStaticAnimatingObjectScheduler` owns the
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Static owners with Setup DefaultAnimation. Both schedulers are wired by
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`GameWindow`, but neither owns GUID identity or logical resources.
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The typed animation view fills its reusable snapshot and render-ID set from
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`LiveEntityRuntime`'s concrete spatial dictionary, avoiding interface-enumerator
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boxing on both update and render hot paths.
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the exact-key projection workset, avoiding interface-enumerator boxing on both
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update and render hot paths.
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`RemoteInboundMotionDispatcher` similarly keeps UpdateMotion protocol behavior
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outside `GameWindow`: GameWindow resolves the canonical record/body and the
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optional PartArray sink, while one dispatcher owns retail's interrupt, style,
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@ -408,7 +416,8 @@ not `GameWindow`: it retains at most one pending request per materialized
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incarnation, scopes it by the live generation and accepted PositionSequence,
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and asks `RemoteTeleportPlacement` to collision-seat the current body when the
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destination projection is available. `GameWindow` supplies lifecycle and
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shadow-sync callbacks only; canonical identity remains in `LiveEntityRuntime`.
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shadow-sync callbacks only; canonical identity remains in
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`RuntimeEntityDirectory`, and App placement retains the exact projection key.
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Failed hydration restores the captured source and delegates an
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incarnation-scoped shadow restore to `LiveEntityPresentationController` while
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that source is unloaded, so Hidden/UnHide and teleport never become competing
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@ -459,16 +468,16 @@ useful ordering seam, but its ownership status is **partial**.
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| Area | Status | Current truth |
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|---|---|---|
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| Startup options | **Complete** | `RuntimeOptions` owns startup configuration (`eda936dc`). Remaining direct environment reads are legacy runtime diagnostics, not startup configuration. |
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| Network session | **Complete** | `LiveSessionController` remains the sole resolve/create/Connect/selection/EnterWorld/Tick/stop/reconnect/disposal and current-session owner. `LiveSessionHost` owns App reset/selection/entry ordering plus create→attach route factories; `LiveSessionLifecycleHost` guards exact borrowed-session attachment. `LiveSessionEventRouter` and `LiveSessionCommandRouter` own exact inbound/outbound lifetimes, with retryable per-edge teardown before reset or replacement. `GameWindow` retains the controller, focused host, and typed domain binding factories—no mirrored session or reset plan. |
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| Network session | **Complete Runtime ownership** | `RuntimeLiveSessionController` owns the sole `WorldSession` generation and resolve/create/Connect/selection/EnterWorld/Tick/stop/reconnect/disposal transaction. Runtime route owners preserve exact inbound/outbound ordering and retryable teardown. App supplies immutable options, graphical/domain callbacks, and one borrowed inertable UI command projection—no mirrored session or reset plan (`75930787`). |
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| World environment | **Complete ownership** | `WorldEnvironmentController` solely owns WorldTime, the loaded DAT sky, current day group, Weather, server synchronization, AdminEnvirons bridging, and debug time/weather cycles. `GameWindow` keeps ABI-compatible readonly aliases to the same clock/weather instances and composes one render source plus the two live-session callbacks. TS-54/TS-55 register the remaining centered UI sound and full fog/ambient/radar behavior gaps. |
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| Live identity/lifetime | **Complete App integration** | `LiveEntityRuntime` owns incarnation identity, accepted snapshots/timestamps, runtime components, and logical/spatial lifetime. `LiveEntityHydrationController`, `LiveEntityRuntimeTeardownController`, and `LiveEntityNetworkUpdateController` own DAT-backed hydration, retryable cleanup, and accepted Position/Vector/State/Movement presentation without a second GUID owner (`aa90c646`). |
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| Live identity/lifetime | **J3.3 complete** | `RuntimeEntityDirectory` owns the sole GUID/incarnation/local-ID identity, accepted snapshots/timestamps, parent state, operation versions, and tombstones. `LiveEntityProjectionStore` owns App graphical sidecars by exact `RuntimeEntityKey`; hydration, presentation components, `GpuWorldState` residence/visibility, and retryable teardown preserve that key without another GUID authority (`f46ddb5c`, `420e5eea`, `e937cc36`). |
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| Inbound/object-frame order | **Complete App orchestration** | `UpdateFrameOrchestrator` owns the complete typed host phase graph; `RetailInboundEventDispatcher`, `RetailLiveFrameCoordinator`, `LiveObjectFrameController`, `LiveSpatialPresentationReconciler`, streaming/input/teleport/player-mode/camera owners preserve the accepted order. `GameWindow.OnUpdate` is one profiler-scoped handoff (`e91f3102`). |
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| World reveal | **Complete** | `WorldRevealCoordinator` owns login/portal readiness, generation quiescence, and the exact streaming destination reservation. Login auto-entry and portal completion close only their active generation; stale completion cannot clear its replacement. Delayed portals retain the authored tunnel and centered retail wait notice rather than force-revealing incomplete content. Quiesced destination projections may become spatially resident for renderer preparation while all availability-gated gameplay consumers stay closed. |
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| Retained gameplay UI | **Mostly complete feature ownership** | `RetailUiRuntime` and focused panel/controllers own layout and behavior. `GameWindow.OnLoad` still performs substantial service composition, which is allowed until the final composition cleanup. |
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| Selection/interaction | **Complete** | `WorldSelectionQuery` owns read-only picking/classification/range queries; `SelectionInteractionController` owns selection intent, Use/PickUp transport, exact-incarnation queues, and auto-walk deferral; `ItemInteractionController` owns ItemHolder policy plus the shared retail inventory-request transaction. `GameWindow` retains construction and narrow lifecycle forwarding only. |
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| Landblock presentation | **Complete** | `LandblockBuildFactory` owns the captured-origin DAT transaction; concrete render/physics/DAT-static publishers and `LandblockPresentationPipeline` own typed-meter publication and exact retryable retirement. `StreamingController` owns stable destination/control/unload/Near/Far queues and destination reservation. CPU mesh-cache restaging requires an exact live owner. `StreamingOriginRecenterCoordinator` serializes old-window retirement with teleport/session origin lifetimes. `GameWindow` retains construction and one pipeline field only (`c79d0a49`, closeout `4a205a3e`; Slice E closeout `91e82c3c`). |
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| Render-frame orchestration | **Complete** | `RenderFrameOrchestrator` owns the GPU-flight, resource, world/PView/shared-alpha, private-presentation, diagnostics, screenshot, and recovery graph. `GameWindow.OnRender` takes one logical window-size snapshot and performs one immutable handoff (`9d7df1bf`). |
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| Unified `GameEntity` | **Deferred target** | `LiveEntityRuntime` already supplies the critical canonical owner. Full type aggregation is a separate high-risk migration and is not required to make `GameWindow` thin. |
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| Unified `GameEntity` | **Slice J active** | Canonical identity is now in Runtime and exact graphical sidecars are in App. J3.4 next moves `ClientObjectTable`; later J4–J7 move coherent gameplay lifetime groups before one Runtime composition root. |
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### 4.3 Revised extraction sequence
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@ -92,7 +92,7 @@ accepted-divergence entries (#96, #49, #50).
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| AD-28 | Chat transcript (`UiText`) and input (`UiChatInput`) are two separate widget classes placed inside their dat-authored container panels; retail's `ChatInterface` uses a single mode-flagged `UIElement_Text` (Type-12) that switches between read and edit mode | `src/AcDream.App/UI/Layout/ChatWindowController.cs:135` (transcript) + `:150` (input) | `UIElement_Text` is inside keystone.dll with no PDB/decomp; a two-widget split is functionally equivalent (read-only scroll, editable input) and is the structural adaptation required by our UiElement architecture | A future consumer expecting a single widget for both read/write (e.g. a plugin calling the chat API and getting one widget back) must be written to the two-widget contract | `UIElement_Text` (Type-12) @ keystone.dll; `gmMainChatUI::PostInit` @0x4ce130 |
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| AD-29 | `ClientObjectTable` fires global `ObjectAdded`/`ObjectUpdated`/`ObjectRemoved` events; consumers filter by guid on their end. Retail dispatches per-object via `NoticeRegistrar` observer dispatch — each UI cell observes only its specific object guid | `src/AcDream.Core/Items/ClientObjectTable.cs:48` (events); `src/AcDream.App/UI/Layout/ToolbarController.cs:115` (guid filter) | `NoticeRegistrar` is inside keystone.dll with no PDB/decomp; global broadcast + consumer-side filter is functionally equivalent for the current panel count and object volumes seen in practice | At high object counts (>1 000 objects), every `ObjectUpdated` wakes every subscribed consumer — O(n·m) notification cost instead of retail's O(1) per-observer dispatch; a consumer that forgets the guid filter processes all objects (a latent correctness bug) | `NoticeRegistrar` (keystone.dll, no PDB); retail per-object observer registration in `CObjectMaint` |
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| AD-30 | Cell-march preserves seed landblock id when `TryGetTerrainOrigin` returns false for an outdoor seed (#145 D, 2026-06-22): `BuildCellSetAndPickContaining` returns `currentCellId` verbatim rather than marching via `blockOrigin=(0,0,0)`; retail never encounters this state (cells stored block-local, no streaming-gap concept) | `src/AcDream.Core/Physics/CellTransit.cs:765` | Equivalence argument: "preserve-verbatim when unregistered" is the same contract as `PhysicsEngine.Resolve`'s NO-LANDBLOCK branch; the player's cell stays the last known-correct cell until the landblock's terrain registers — no march, no lbX=0 wire | A body whose seed landblock is genuinely absent for >1 physics tick holds its last-known cell rather than discovering the true containing cell; transient only — corrects the instant terrain registers; an indoor seed is explicitly excluded from the guard (outdoor low < 0x100 gate) | `CObjCell::find_cell_list` + block-local storage (retail has no streaming gap); `TryGetTerrainOrigin` pc path |
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| AD-32 | Movement, Position, State, Vector, Pickup, Delete, and ObjDesc packets for a FUTURE object incarnation are dropped until its CreateObject arrives; retail queues each blob for the not-yet-created object (`SmartBox::QueueBlobForObject`, dispatch return 4) and replays it after construction. F754/F755 and ParentEvent are no longer part of this divergence: `EntityEffectController` preserves one mixed effect FIFO per server GUID until the canonical local owner is ready, while runtime-owned `ParentAttachmentState` retains parent relations by generation. Older-incarnation state packets drop in both clients. | `src/AcDream.Core/Physics/PhysicsTimestampGate.cs` (`TryAcceptInstance`); `src/AcDream.App/World/InboundPhysicsStateController.cs`; `src/AcDream.App/World/LiveEntityRuntime.cs`; effect exception `src/AcDream.App/Rendering/Vfx/EntityEffectController.cs`; Parent exception `src/AcDream.App/World/ParentAttachmentState.cs` | acdream has no general per-object mixed queue for non-effect state packets yet. Dropping those state families is generation-safe: a future packet cannot mutate the old body or advance its stamps, and the newer CreateObject wholesale-seeds all nine channels. The canonical runtime remains the seam for widening the queue later. | The first queued non-effect state can be absent until a later authoritative update; effect and Parent packets retain retail order and ownership | `SmartBox::HandleSetState` 0x004533E0; `HandleVectorUpdate` 0x00453480; `HandleParentEvent` 0x004535D0; `HandlePickupEvent` 0x00453530; `HandleDeleteObject` 0x00451EA0; `HandleObjDescEvent` 0x00453340; `UnpackPositionEvent` 0x004542C0; F754/F755 dispatch and pending replay pc:357214-357239 |
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| AD-32 | Movement, Position, State, Vector, Pickup, Delete, and ObjDesc packets for a FUTURE object incarnation are dropped until its CreateObject arrives; retail queues each blob for the not-yet-created object (`SmartBox::QueueBlobForObject`, dispatch return 4) and replays it after construction. F754/F755 and ParentEvent are no longer part of this divergence: `EntityEffectController` preserves one mixed effect FIFO per server GUID until the canonical local owner is ready, while runtime-owned `ParentAttachmentState` retains parent relations by generation. Older-incarnation state packets drop in both clients. | `src/AcDream.Core/Physics/PhysicsTimestampGate.cs` (`TryAcceptInstance`); `src/AcDream.Runtime/Entities/InboundPhysicsStateController.cs`; `src/AcDream.App/World/LiveEntityRuntime.cs`; effect exception `src/AcDream.App/Rendering/Vfx/EntityEffectController.cs`; Parent exception `src/AcDream.Runtime/Entities/ParentAttachmentState.cs` | acdream has no general per-object mixed queue for non-effect state packets yet. Dropping those state families is generation-safe: a future packet cannot mutate the old body or advance its stamps, and the newer CreateObject wholesale-seeds all nine channels. The canonical runtime remains the seam for widening the queue later. | The first queued non-effect state can be absent until a later authoritative update; effect and Parent packets retain retail order and ownership | `SmartBox::HandleSetState` 0x004533E0; `HandleVectorUpdate` 0x00453480; `HandleParentEvent` 0x004535D0; `HandlePickupEvent` 0x00453530; `HandleDeleteObject` 0x00451EA0; `HandleObjDescEvent` 0x00453340; `UnpackPositionEvent` 0x004542C0; F754/F755 dispatch and pending replay pc:357214-357239 |
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| AD-33 | `CSequence.frame_number` at C# `double` (64-bit); retail is x87 `long double` (80-bit extended) — every frame-boundary comparison ran at extended precision on retail (Phase R1, 2026-07-02) | `src/AcDream.Core/Physics/Motion/CSequence.cs` (`FrameNumber`) | `double` is the widest C# float type; the R1 port removes ACE-style boundary epsilons so comparisons are exact-int against bare boundaries, minimizing ULP sensitivity (ACE's `float` is far worse) | A frame landing within 1 double-ULP of an integer boundary could classify differently than retail's 80-bit compare — sub-frame timing skew at pathological framerate×dt combinations | `acclient.h:30747` (`long double frame_number`) |
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| AD-34 | Retail's intrusive `DLListBase`/`DLListData` lists are managed `LinkedList<T>`s; node identity via `LinkedListNode<>` references (Phase R1 anim list, 2026-07-02; extended R2-Q3 to `MotionTableManager.pending_animations`; extended R4-V2 to `MoveToManager.pending_actions` — whose node type, retail `MoveToManager::MovementNode`, is RENAMED `MoveToNode` to avoid colliding with R2's `Motion/MotionNode.cs` pending_motions node) | `src/AcDream.Core/Physics/Motion/CSequence.cs` (`_animList`); `src/AcDream.Core/Physics/Motion/MotionTableManager.cs` (`_pendingAnimations`); `src/AcDream.Core/Physics/Motion/MoveToManager.cs` (`_pendingActions`) + `MoveToNode.cs` | Same topology + cursor semantics (curr_anim/first_cyclic/tail-anchored scans are node references); unlink/delete becomes `Remove(node)`; conformance tests pin the surgery state tables | Any retail behavior depending on the −4 pointer adjustment or node memory reuse (none observed in the decomp) would diverge; a reader grepping for retail's `MovementNode` name must find it via this row | `acclient.h` DLListBase; `r1-csequence-decomp.md` §0; `r2-motiontable-decomp.md` §11; `r4-moveto-decomp.md` node factories §4a |
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| AD-35 | `MotionTableManager.PerformMovement`'s unhandled-type default case returns the named sentinel `0xFFFFFFFF` (`MotionTableManagerError.NotHandled`); retail's compiled code leaks the `CSequence*` pointer reinterpreted as the return code (BN-confirmed artifact, dead/unreachable — callers gate on type first) (R2-Q3, 2026-07-02) | `src/AcDream.Core/Physics/Motion/MotionTableManager.cs` (`PerformMovement` default case) | No retail caller consults the return value for unhandled types (RawCommand/StopRawCommand/MoveTo\*/TurnTo\* route elsewhere); returning a stable non-zero sentinel preserves the only observable contract (non-zero = not success) without fabricating a pointer-shaped number | If a future port wires a caller that passes unhandled types AND branches on the exact return value, it would see `0xFFFFFFFF` where retail saw an arbitrary pointer — flag at that port | `PerformMovement` 0x0051c0b0 (`r2-motiontable-decomp.md` §11 default-case note) |
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