fix(physics): route local-player shadow presentation through SyncPose (#318, AP-145)
RuntimePlacementPresentationSink.TryPublishPlace previously published the local player's collision-shadow pose with a direct LocalPlayerShadowState.Set call — a plain cache write that never touched PhysicsEngine.ShadowObjects. Because LocalPlayerShadowSynchronizer.SyncPose's own dedup check compares against that same cache, the direct write could pre-seed the cache with the destination pose and cause the next real SyncPose call to see "nothing changed" and skip its own ShadowObjects publish — leaving the real collision shadow at the pre-teleport position until an unrelated movement tick forced a real publish. Fix: TryPublishPlace now calls _localPlayerShadowSync.SyncPose(..., force: true), the same publisher ordinary per-tick movement uses, so Place always drives a real ShadowObjects write before the cache updates. TryPublishWithdrawal carried the exact mirror asymmetry (a bare LocalPlayerShadowState.Clear with no ShadowObjects.Suspend, leaving a live phantom shadow row at the park's source cell for the whole park window — the #184 shape) and is fixed in the same commit, same one-call shape: _localPlayerShadowSync.Suspend(entity). The sink no longer holds a direct LocalPlayerShadowState reference; both halves route exclusively through the one synchronizer, which owns the cache internally. The single LocalPlayerShadowSynchronizer instance is now constructed in LivePresentationComposition (before the sink) and threaded through LivePresentationResult to SessionPlayerComposition, which no longer builds its own — this guarantees the sink's Place/Withdraw edge and ordinary per-tick movement publish through the exact same publisher and cache rather than two independent instances that could drift out of sync with each other. TryPublishPlace's xmldoc now states the behavioural nuance directly: routing through SyncPose means Place inherits SyncPose's own admission guard (IsHidden, cellId == 0, not-current-visible-projection), which the old direct .Set() call never consulted. Under those conditions SyncPose now calls Suspend instead of publishing — correct and symmetric, but new behaviour worth flagging at the call site, not just in a test comment. RuntimePlacementShadowCompositionTests.cs (#318) proves four facts against the real ShadowObjects registry, not the cache: a bare Place publishes a real row at the destination cell with the source cell's row gone; a subsequent ordinary per-tick Sync is then a correct no-op; a Place for a registered non-local-player entity leaves its row at the source cell untouched and never touches the player's cache (route 7 P4 — the fix lives entirely inside the pre-existing player-only gate); and Withdraw suspends the real registry row, not just the cache, with the retained (suspendable) registration surviving for a later restore. All four were sabotage-verified in both directions. RuntimeForcePositionRenderCommitTests.cs (B2) drives a real end-to-end accepted ForcePosition through RuntimeEntityObjectLifetime.TryApplyPosition and RuntimeAcceptedPositionDriveController.TryExecuteAcceptedLocalPosition against a live HostFixture, asserting both the committed render position AND a cell change that deliberately crosses out of the spawn's outdoor grid cell, so the cell assertion is independently falsifiable rather than riding along with the position assertion. Retires AP-145 (this fix) in docs/architecture/retail-divergence-register.md. AP-1 and AD-1 are untouched by this commit — they retire separately in the deletion-sweep commit that follows. Evidence chain: docs/research/2026-08-05-c5a-contract.md (the governing C5a slice contract), docs/research/2026-08-05-c5a-architecture-review.md (round 1, FAIL — three MAJORs: vacuous route-7 P4 test, unfixed Withdraw-side mirror asymmetry, non-driving B2 test), docs/research/2026-08-05-c5a-architecture-review-round2.md (round 2, PASS with two MINORs — an unfalsifiable B2 cell assertion and the undocumented SyncPose guard nuance, both fixed here). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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