feat(physics): port retail complete object frame pipeline

Restore the named-retail object update order across local, remote, static, projectile, animation, shadow, teleport, and effect lifetimes. Separate authoritative root commits from spatial rebucketing, preserve per-owner hook/FIFO ordering, and remove update-path allocations with exact lifecycle and residency gates.

Add deterministic conformance, adversarial lifetime, GUID-reuse, pending-cell, quaternion, timestamp, and allocation coverage. Release build is warning-free and all 6,446 tests pass with five intentional skips; retail, architecture, and adversarial reviews are clean.

Co-authored-by: OpenAI Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-20 09:10:31 +02:00
parent 31a0889f08
commit f961d70023
77 changed files with 12513 additions and 1871 deletions

View file

@ -165,6 +165,9 @@ src/AcDream.App/
├── Rendering/
│ ├── GameWindow.cs # thin: GL/window lifecycle + delegates per-frame to RenderFrameOrchestrator
│ ├── RenderFrameOrchestrator.cs # per-frame draw order (sky → terrain → opaque → trans → particles → debug → UI)
│ ├── LiveEntityAnimationScheduler.cs # shipped: ordinary live-object update workset
│ ├── RetailStaticAnimatingObjectScheduler.cs # shipped: separate static-animation workset
│ ├── StaticLiveRootCommitter.cs # live static root → pose + collision boundary
│ ├── TerrainModernRenderer.cs # (already exists)
│ ├── TextureCache.cs # (already exists)
│ ├── ParticleRenderer.cs # (already exists)
@ -176,12 +179,16 @@ src/AcDream.App/
├── Physics/
│ ├── ProjectileController.cs # canonical live-record projectile orchestration
│ ├── RemotePhysicsUpdater.cs # ordinary/Hidden remote narrow-tick integration
│ ├── LiveEntityOrdinaryPhysicsUpdater.cs # manager-less canonical body Transition path
│ ├── LiveEntityShadowPublisher.cs # authoritative exact-owner/residency collision gate
│ ├── RemoteInboundMotionDispatcher.cs # shared animated/headless UpdateMotion funnel
│ ├── RemoteTeleportController.cs # loaded/pending teleport placement ownership
│ ├── RemoteTeleportHook.cs # ordered retail teleport teardown actions
│ └── RemoteTeleportPlacement.cs # collision-seated SetPosition transition commit
├── World/
│ ├── InboundPhysicsStateController.cs # timestamps + accepted spawn snapshots
│ ├── LiveEntityRuntime.cs # shipped: logical lifetime + ServerGuid↔entity.Id translation
│ ├── RetailInboundEventDispatcher.cs # update-thread packet/frame FIFO barrier
│ ├── LiveEntityPresentationController.cs # ordered Hidden/NoDraw/effect/collision side effects
│ ├── LiveEntityTeardown.cs # failure-isolated multi-owner lifecycle drain
│ └── ParentAttachmentState.cs # parent generations + pending ParentEvent relations
@ -239,6 +246,64 @@ allocators fail fast instead of wrapping into another landblock's namespace.
All other non-Parent packet
families still need the future general queue tracked by divergence AD-32.
The per-frame object body is no longer an animation-dictionary loop inside
`GameWindow`. `LiveEntityAnimationScheduler` snapshots canonical spatial root
records and advances the incarnation-stable object clock, PartArray, hooks,
one selected movement owner, and manager tail in retail order. Manager-less
bodies delegate their candidate/Transition/cell/shadow commit to
`LiveEntityOrdinaryPhysicsUpdater`; retained projectile bodies and remote
MovementManagers remain mutually exclusive movement owners. Static animation
is deliberately separate: `RetailStaticAnimatingObjectScheduler` owns the
`CPhysics::static_animating_objects` workset for DAT and live PhysicsState-
Static owners with Setup DefaultAnimation. Both schedulers are wired by
`GameWindow`, but neither owns GUID identity or logical resources.
The typed animation view fills its reusable snapshot and render-ID set from
`LiveEntityRuntime`'s concrete spatial dictionary, avoiding interface-enumerator
boxing on both update and render hot paths.
`RemoteInboundMotionDispatcher` similarly keeps UpdateMotion protocol behavior
outside `GameWindow`: GameWindow resolves the canonical record/body and the
optional PartArray sink, while one dispatcher owns retail's interrupt, style,
MoveTo/type-0, sticky, and standing-long-jump order. Static root projection is
bounded by `StaticLiveRootCommitter`, which synchronizes changed roots to
effects and collision without rebuilding zero-omega shadows or resurrecting a
Hidden/withdrawn registration.
Synchronous network and lifecycle callbacks are bounded by
`RetailInboundEventDispatcher`. It owns no wire state and no identity; it only
serializes nested live-object operations until the current packet or full
object-frame tail completes. State-bearing direct dispatch is allocation-free;
only a genuinely nested operation allocates its retained queue wrapper.
`LiveEntityRecord` then supplies exact-incarnation
and per-channel authority versions at callback boundaries. Position, State,
Vector, and Movement remain independent, while a separate velocity version
invalidates only an older operation that would overwrite a newer velocity
installed by Position, Vector, or Movement. This prevents re-entrant App
observers from creating call-stack ordering that retail's update-thread packet
FIFO cannot produce.
Pose-dependent hook deferral is similarly incarnation-scoped rather than GUID-
or local-ID-scoped. `EntityEffectPoseRegistry` publishes a monotonic pose-owner
lifetime, and `AnimationHookFrameQueue` captures it before semantic callbacks
and rechecks it before each semantic AnimationDone and each routed hook. Static animation retains `process_hooks`
until its root, live parts, and children are published; withdrawal invalidates
both its prepared pose and pending hook tail.
Resolved ordinary motion commits its body/root/contact state before the
canonical full-cell setter enters `LiveEntityRuntime.RebucketLiveEntity`.
Because that setter may synchronously move the projection to pending or replace
the GUID, both `RemotePhysicsUpdater` and `LiveEntityOrdinaryPhysicsUpdater`
revalidate the exact incarnation before collision or manager-tail publication.
Collision residency itself is projection-owned, not updater-owned:
`LiveEntityPresentationController` suspends retained non-projectile shadows on
every unavailable-projection edge, restores them on hydration, and reconciles
the pending-first case at `OnLiveEntityReady` after collision registration.
Local projection and both authoritative remote UpdatePosition tails commit the
complete root before rebucketing, then publish collision only through an
exact-record/spatial-residency gate. Remote reflood tracks translation,
sign-invariant complete orientation, and cell changes so an in-place turn or a
same-pose EnvCell crossing cannot leave offset Setup shapes stale.
The projectile controller retains its separate body/InWorld/shadow edge owner.
Remote teleport placement is bounded in `Physics/RemoteTeleportController`,
not `GameWindow`: it retains at most one pending request per materialized
incarnation, scopes it by the live generation and accepted PositionSequence,