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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src/AcDream.App/World/ILiveEntitySpatialQuery.cs
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src/AcDream.App/World/ILiveEntitySpatialQuery.cs
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using AcDream.Core.World;
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namespace AcDream.App.World;
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/// <summary>
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/// Read-only spatial broadphase for live server-object projections.
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/// Consumers resolve this owner late because <c>GameWindow</c> replaces its
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/// empty bootstrap world state after retained UI construction.
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/// </summary>
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public interface ILiveEntitySpatialQuery
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{
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void CopyLiveEntitiesNearLandblock(
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uint centerCellOrLandblockId,
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int landblockRadius,
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List<KeyValuePair<uint, WorldEntity>> destination);
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}
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