refactor(runtime): own canonical entity identity and incarnations

Introduce the presentation-free RuntimeEntityDirectory and RuntimeEntityRecord as the sole owners of server GUIDs, INSTANCE_TS incarnations, accepted snapshots, authority versions, retryable tombstones, session epochs, and local-ID allocation. Convert LiveEntityRuntime into an App projection sidecar host resolved through canonical record identity without a second GUID map.

Preserve the existing synchronous and reentrant projection lifecycle, including retryable registration/delete/session teardown. Add Runtime-only identity/lifetime tests and App ownership guards.

Validated by the Release solution build and 8,441 complete Release tests with five existing skips.

Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-25 20:07:14 +02:00
parent f7442d13e9
commit f46ddb5cdb
5 changed files with 1218 additions and 225 deletions

View file

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using AcDream.Core.Net;
using AcDream.Core.Physics;
namespace AcDream.Runtime.Entities;
/// <summary>
/// Stable identity issued by the canonical runtime directory. The local id is
/// claimed when a graphical host first materializes the incarnation; a
/// no-window host may claim it immediately.
/// </summary>
public readonly record struct RuntimeEntityKey(
uint LocalEntityId,
ushort Incarnation);
/// <summary>
/// Presentation-free canonical state for one accepted server-object
/// incarnation. App projection, animation, effects, visibility, and hydration
/// state must never be stored here.
/// </summary>
public sealed class RuntimeEntityRecord
{
private readonly Queue<RetailPhysicsStateTransition> _pendingStateTransitions = new();
internal RuntimeEntityRecord(WorldSession.EntitySpawn snapshot)
{
ServerGuid = snapshot.Guid;
Snapshot = snapshot;
RefreshDerivedState();
PositionAuthorityVersion = snapshot.Position is null ? 0UL : 1UL;
VectorAuthorityVersion = snapshot.Physics is null ? 0UL : 1UL;
VelocityAuthorityVersion = snapshot.Position is null
&& snapshot.Physics is null
? 0UL
: 1UL;
MovementAuthorityVersion = 1UL;
ObjDescAuthorityVersion = 1UL;
FinalPhysicsState = RetailPhysicsStateTransitions.ConstructorState;
ApplyRawPhysicsState(RawPhysicsState);
}
public uint ServerGuid { get; }
public ushort Incarnation => Snapshot.InstanceSequence;
public ushort Generation => Incarnation;
public WorldSession.EntitySpawn Snapshot { get; internal set; }
public uint? LocalEntityId { get; internal set; }
public RuntimeEntityKey? Key => LocalEntityId is { } localId
? new RuntimeEntityKey(localId, Incarnation)
: null;
public uint FullCellId { get; internal set; }
public uint CanonicalLandblockId { get; internal set; }
public uint RawPhysicsState { get; internal set; }
public PhysicsStateFlags FinalPhysicsState { get; internal set; }
/// <summary>
/// Incarnation-stable retail <c>CPhysicsObj::update_time</c> owner.
/// </summary>
public RetailObjectQuantumClock ObjectClock { get; } = new();
public ulong ObjectClockEpoch { get; private set; }
/// <summary>
/// True after this incarnation has successfully constructed its retail
/// <c>CPartArray</c>. This is a simulation/lifetime fact, not a renderer
/// object reference.
/// </summary>
public bool HasPartArray { get; internal set; }
public PhysicsBody? PhysicsBody { get; internal set; }
public bool PhysicsBodyAcquisitionInProgress { get; internal set; }
public AcDream.Core.Physics.Motion.IPhysicsObjHost? PhysicsHost { get; internal set; }
public ulong PositionAuthorityVersion { get; private set; }
public ulong StateAuthorityVersion { get; private set; }
public ulong VectorAuthorityVersion { get; private set; }
public ulong VelocityAuthorityVersion { get; private set; }
public ulong MovementAuthorityVersion { get; private set; }
public ulong ObjDescAuthorityVersion { get; private set; }
public ulong CreateIntegrationVersion { get; private set; } = 1UL;
public bool DeleteAcceptedForTeardown { get; internal set; }
internal bool TryDequeueStateTransition(out RetailPhysicsStateTransition transition) =>
_pendingStateTransitions.TryDequeue(out transition);
internal void SuspendObjectClock()
{
ObjectClock.Deactivate();
ObjectClockEpoch++;
}
internal void ResetObjectClockForEnterWorld(bool isStatic)
{
ObjectClock.ResetForEnterWorld(isStatic);
ObjectClockEpoch++;
}
internal RetailPhysicsStateTransition ApplyRawPhysicsState(uint rawState)
{
StateAuthorityVersion++;
RawPhysicsState = rawState;
RetailPhysicsStateTransition transition = RetailPhysicsStateTransitions.Apply(
FinalPhysicsState,
(PhysicsStateFlags)rawState);
FinalPhysicsState = transition.FinalState;
if (PhysicsBody is not null)
PhysicsBody.State = FinalPhysicsState;
_pendingStateTransitions.Enqueue(transition);
return transition;
}
internal void AdvancePositionAuthority()
{
PositionAuthorityVersion++;
VelocityAuthorityVersion++;
}
internal void AdvanceVectorAuthority()
{
VectorAuthorityVersion++;
VelocityAuthorityVersion++;
}
internal void AdvanceMovementAuthority()
{
MovementAuthorityVersion++;
VelocityAuthorityVersion++;
}
internal void AdvanceObjDescAuthority() => ObjDescAuthorityVersion++;
internal void AdvanceCreateAuthority()
{
PositionAuthorityVersion++;
StateAuthorityVersion++;
VectorAuthorityVersion++;
VelocityAuthorityVersion++;
MovementAuthorityVersion++;
ObjDescAuthorityVersion++;
CreateIntegrationVersion++;
}
internal void SetChildNoDraw(bool noDraw)
{
FinalPhysicsState = noDraw
? FinalPhysicsState | PhysicsStateFlags.NoDraw
: FinalPhysicsState & ~PhysicsStateFlags.NoDraw;
if (PhysicsBody is not null)
PhysicsBody.State = FinalPhysicsState;
}
internal void RefreshDerivedState(bool refreshPosition = true)
{
if (refreshPosition && Snapshot.Position is { } position)
{
FullCellId = position.LandblockId;
CanonicalLandblockId = (FullCellId & 0xFFFF0000u) | 0xFFFFu;
}
RawPhysicsState = Snapshot.Physics?.RawState
?? Snapshot.PhysicsState
?? 0u;
}
}