fix(ui): bind radar to streamed world state
Resolve the live-entity spatial broadphase at snapshot time so retained UI construction cannot capture GameWindow's empty bootstrap GpuWorldState. Add a replacement-owner regression test covering the exact compass-without-blips failure. Co-authored-by: OpenAI Codex <codex@openai.com>
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5 changed files with 90 additions and 17 deletions
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@ -3,6 +3,7 @@ using System.Linq;
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using System.Numerics;
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using AcDream.App.Rendering.Vfx;
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using AcDream.App.Rendering.Wb;
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using AcDream.App.World;
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using AcDream.Core.World;
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namespace AcDream.App.Streaming;
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@ -39,7 +40,7 @@ namespace AcDream.App.Streaming;
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/// Threading: not thread-safe. All calls must happen on the render thread.
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/// </remarks>
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/// </summary>
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public sealed class GpuWorldState
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public sealed class GpuWorldState : ILiveEntitySpatialQuery
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{
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private readonly LandblockSpawnAdapter? _wbSpawnAdapter;
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private readonly EntityScriptActivator? _entityScriptActivator;
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