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

@ -11,15 +11,11 @@ namespace AcDream.App.Input;
/// </summary>
public sealed class LocalPlayerOutboundController
{
private readonly Func<float, Quaternion> _toWireRotation;
private readonly Action<string, uint, MovementResult, Vector3, uint, byte> _diagnostic;
public LocalPlayerOutboundController(
Func<float, Quaternion> toWireRotation,
Action<string, uint, MovementResult, Vector3, uint, byte> diagnostic)
{
_toWireRotation = toWireRotation
?? throw new ArgumentNullException(nameof(toWireRotation));
_diagnostic = diagnostic
?? throw new ArgumentNullException(nameof(diagnostic));
}
@ -38,14 +34,13 @@ public sealed class LocalPlayerOutboundController
if (session is null || hidden)
return;
Quaternion wireRotation = _toWireRotation(controller.Yaw);
if (!controller.TryGetOutboundPosition(
wireRotation,
out uint wireCellId,
out Vector3 wirePosition))
if (!controller.TryGetOutboundPosition(out Position outboundPosition))
{
return;
}
uint wireCellId = outboundPosition.ObjCellId;
Vector3 wirePosition = outboundPosition.Frame.Origin;
Quaternion wireRotation = outboundPosition.Frame.Orientation;
if (movement.ShouldSendMovementEvent)
TrySendMovement(session, controller, movement);
@ -82,16 +77,14 @@ public sealed class LocalPlayerOutboundController
if (session is null || hidden)
return;
Quaternion wireRotation = _toWireRotation(controller.Yaw);
if (!controller.TryGetOutboundPosition(
wireRotation,
out uint wireCellId,
out Vector3 wirePosition))
if (!controller.TryGetOutboundPosition(out Position position))
{
return;
}
uint wireCellId = position.ObjCellId;
Vector3 wirePosition = position.Frame.Origin;
Quaternion wireRotation = position.Frame.Orientation;
var position = new Position(wireCellId, wirePosition, wireRotation);
if (!controller.ShouldSendPositionEvent(
position,
controller.ContactPlane,
@ -136,14 +129,13 @@ public sealed class LocalPlayerOutboundController
if (session is null || controller is null)
return false;
Quaternion wireRotation = _toWireRotation(controller.Yaw);
if (!controller.TryGetOutboundPosition(
wireRotation,
out uint wireCellId,
out Vector3 wirePosition))
if (!controller.TryGetOutboundPosition(out Position outboundPosition))
{
return false;
}
uint wireCellId = outboundPosition.ObjCellId;
Vector3 wirePosition = outboundPosition.Frame.Origin;
Quaternion wireRotation = outboundPosition.Frame.Orientation;
byte contactByte = movement.IsOnGround ? (byte)1 : (byte)0;
RawMotionState rawMotionState = BuildRawMotionState(movement);