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>
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77 changed files with 12513 additions and 1871 deletions
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@ -21,18 +21,33 @@ public sealed class RetailLocalPlayerFrameController
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private readonly Action<PlayerMovementController, MovementResult, bool> _project;
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private readonly Action<PlayerMovementController, MovementResult, bool> _sendPreNetwork;
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private readonly Action<PlayerMovementController, bool> _sendPostNetwork;
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private readonly Func<AcDream.Core.Physics.RetailObjectClockDisposition>
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_objectClockDisposition;
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private AdvancedFrame? _advancedFrame;
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private readonly record struct AdvancedFrame(
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PlayerMovementController Controller,
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MovementResult Movement);
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MovementResult Movement,
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bool ObjectAdvanced,
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bool Hidden,
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bool ObjectQuantumAdvanced);
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public readonly record struct PresentationFrame(
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MovementResult Movement,
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bool Hidden,
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bool AdvancedBeforeNetwork);
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/// <summary>
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/// Whether the pre-network Hidden player update admitted a complete object
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/// quantum whose retained CPartArray pose must be sampled this frame.
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/// </summary>
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internal bool HiddenPartPoseDirty => _advancedFrame is
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{
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Hidden: true,
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ObjectQuantumAdvanced: true,
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};
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public RetailLocalPlayerFrameController(
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Func<bool> canPresentPlayer,
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Func<PlayerMovementController?> getController,
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@ -42,7 +57,9 @@ public sealed class RetailLocalPlayerFrameController
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Func<bool> isHidden,
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Action<PlayerMovementController, MovementResult, bool> project,
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Action<PlayerMovementController, MovementResult, bool> sendPreNetwork,
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Action<PlayerMovementController, bool> sendPostNetwork)
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Action<PlayerMovementController, bool> sendPostNetwork,
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Func<AcDream.Core.Physics.RetailObjectClockDisposition>?
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objectClockDisposition = null)
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{
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_canPresentPlayer = canPresentPlayer
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?? throw new ArgumentNullException(nameof(canPresentPlayer));
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@ -62,6 +79,8 @@ public sealed class RetailLocalPlayerFrameController
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?? throw new ArgumentNullException(nameof(sendPreNetwork));
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_sendPostNetwork = sendPostNetwork
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?? throw new ArgumentNullException(nameof(sendPostNetwork));
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_objectClockDisposition = objectClockDisposition
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?? (() => AcDream.Core.Physics.RetailObjectClockDisposition.Advance);
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}
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/// <summary>
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@ -75,16 +94,54 @@ public sealed class RetailLocalPlayerFrameController
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if (!_canPresentPlayer() || controller is null)
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return;
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if (!float.IsFinite(deltaSeconds) || deltaSeconds <= 0f)
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{
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bool rejectedHidden = _isHidden();
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MovementResult rejected = controller.CapturePresentationResult();
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_project(controller, rejected, rejectedHidden);
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_advancedFrame = new AdvancedFrame(
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controller,
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rejected,
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ObjectAdvanced: false,
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Hidden: rejectedHidden,
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ObjectQuantumAdvanced: false);
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return;
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}
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controller.LocalEntityId = _resolveLocalEntityId();
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bool hidden = _isHidden();
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if (_objectClockDisposition()
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is AcDream.Core.Physics.RetailObjectClockDisposition.Suspend)
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{
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// CPhysicsObj::update_object returns before advancing time for a
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// Frozen or cell-less object. Keep the retained projection live,
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// but emit neither input actions nor AutonomousPosition from a
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// physics tick that retail did not run.
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controller.SuspendObjectUpdate(deltaSeconds);
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MovementResult paused = controller.CapturePresentationResult();
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_project(controller, paused, hidden);
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_advancedFrame = new AdvancedFrame(
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controller,
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paused,
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ObjectAdvanced: false,
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Hidden: hidden,
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ObjectQuantumAdvanced: false);
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return;
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}
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MovementResult movement = hidden
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? controller.TickHidden(deltaSeconds, _handleTargeting)
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: controller.Update(deltaSeconds, _captureInput(), _handleTargeting);
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_project(controller, movement, hidden);
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_sendPreNetwork(controller, movement, hidden);
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_advancedFrame = new AdvancedFrame(controller, movement);
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_advancedFrame = new AdvancedFrame(
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controller,
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movement,
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ObjectAdvanced: true,
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Hidden: hidden,
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ObjectQuantumAdvanced: controller.AdvancedObjectQuantumLastTick);
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}
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/// <summary>
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@ -106,7 +163,15 @@ public sealed class RetailLocalPlayerFrameController
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advanced.Movement,
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controller);
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_project(controller, movement, hidden);
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_advancedFrame = new AdvancedFrame(controller, movement);
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_advancedFrame = new AdvancedFrame(
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controller,
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movement,
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advanced.ObjectAdvanced,
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advanced.Hidden,
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advanced.ObjectQuantumAdvanced);
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if (!advanced.ObjectAdvanced)
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return;
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}
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_sendPostNetwork(controller, hidden);
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@ -131,7 +196,10 @@ public sealed class RetailLocalPlayerFrameController
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MovementResult movement = RefreshSpatialFields(
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advanced.Movement,
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controller);
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frame = new PresentationFrame(movement, hidden, AdvancedBeforeNetwork: true);
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frame = new PresentationFrame(
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movement,
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hidden,
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AdvancedBeforeNetwork: advanced.ObjectAdvanced);
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return true;
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}
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