refactor(animation): extract live PartArray presenter
Move final live part composition, exact-incarnation schedule handoff, MotionDone binding, and presentation diagnostics out of GameWindow while preserving the retail frame order. Reject stale schedule and completion ABA at the new owner boundary. Co-Authored-By: OpenAI Codex <codex@openai.com>
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14 changed files with 963 additions and 438 deletions
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@ -139,7 +139,7 @@ public sealed class RemotePhysicsUpdaterTests
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-MathF.PI / 2f),
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MeshRefs = Array.Empty<MeshRef>(),
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};
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var animated = new GameWindow.AnimatedEntity
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var animated = new LiveEntityAnimationState
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{
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Entity = entity,
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Setup = new Setup(),
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@ -148,7 +148,7 @@ public sealed class RemotePhysicsUpdaterTests
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HighFrame = 0,
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Framerate = 0f,
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Scale = 1f,
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PartTemplate = Array.Empty<GameWindow.AnimatedPartTemplate>(),
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PartTemplate = Array.Empty<LiveAnimationPartTemplate>(),
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PartAvailability = Array.Empty<bool>(),
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};
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var motion = new GameWindow.RemoteMotion();
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@ -205,7 +205,7 @@ public sealed class RemotePhysicsUpdaterTests
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Rotation = initial,
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MeshRefs = Array.Empty<MeshRef>(),
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};
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var animated = new GameWindow.AnimatedEntity
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var animated = new LiveEntityAnimationState
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{
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Entity = entity,
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Setup = new Setup(),
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@ -214,7 +214,7 @@ public sealed class RemotePhysicsUpdaterTests
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HighFrame = 0,
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Framerate = 0f,
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Scale = 1f,
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PartTemplate = Array.Empty<GameWindow.AnimatedPartTemplate>(),
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PartTemplate = Array.Empty<LiveAnimationPartTemplate>(),
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PartAvailability = Array.Empty<bool>(),
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};
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var motion = new GameWindow.RemoteMotion
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@ -260,7 +260,7 @@ public sealed class RemotePhysicsUpdaterTests
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Rotation = initial,
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MeshRefs = Array.Empty<MeshRef>(),
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};
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var animated = new GameWindow.AnimatedEntity
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var animated = new LiveEntityAnimationState
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{
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Entity = entity,
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Setup = new Setup(),
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@ -269,7 +269,7 @@ public sealed class RemotePhysicsUpdaterTests
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HighFrame = 0,
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Framerate = 0f,
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Scale = 1f,
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PartTemplate = Array.Empty<GameWindow.AnimatedPartTemplate>(),
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PartTemplate = Array.Empty<LiveAnimationPartTemplate>(),
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PartAvailability = Array.Empty<bool>(),
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};
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var motion = new GameWindow.RemoteMotion();
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