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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using System.Numerics;
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using AcDream.App.Input;
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using AcDream.Core.Physics;
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using AcDream.Core.World;
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namespace AcDream.App.Tests.Input;
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public sealed class LocalPlayerProjectionControllerTests
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{
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[Fact]
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public void Project_PreservesCompleteAuthoritativeBodyQuaternion()
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{
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const uint cellId = 0x01010001u;
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Quaternion complete = Quaternion.Normalize(
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Quaternion.CreateFromAxisAngle(Vector3.UnitX, 0.7f)
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* Quaternion.CreateFromAxisAngle(Vector3.UnitY, -0.4f));
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var movement = new PlayerMovementController(new PhysicsEngine());
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movement.SetPosition(Vector3.Zero, cellId, Vector3.Zero);
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movement.SetBodyOrientation(complete);
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var entity = new WorldEntity
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{
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Id = 7u,
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ServerGuid = 0x50000001u,
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SourceGfxObjOrSetupId = 0x02000001u,
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Position = Vector3.Zero,
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Rotation = Quaternion.Identity,
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MeshRefs = Array.Empty<MeshRef>(),
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};
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var projection = new LocalPlayerProjectionController(
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() => entity,
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() => 1,
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() => 1,
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(_, _) => { },
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(_, _) => { },
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_ => true,
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_ => { });
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projection.Project(
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movement,
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movement.CapturePresentationResult(),
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hidden: false);
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Assert.InRange(
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MathF.Abs(Quaternion.Dot(
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complete,
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Quaternion.Normalize(entity.Rotation))),
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0.99999f,
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1.00001f);
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}
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[Fact]
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public void Project_AlreadyPendingChangedPose_DoesNotResurrectShadow()
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{
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const uint cellId = 0x02020001u;
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var movement = new PlayerMovementController(new PhysicsEngine());
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movement.SetPosition(new Vector3(12f, 8f, 3f), cellId, Vector3.Zero);
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var entity = new WorldEntity
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{
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Id = 8u,
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ServerGuid = 0x50000001u,
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SourceGfxObjOrSetupId = 0x02000001u,
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Position = Vector3.Zero,
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Rotation = Quaternion.Identity,
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MeshRefs = Array.Empty<MeshRef>(),
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};
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var order = new List<string>();
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var projection = new LocalPlayerProjectionController(
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() => entity,
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() => 2,
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() => 2,
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(_, _) => order.Add("shadow"),
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(_, _) => order.Add("rebucket"),
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_ => false,
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_ => order.Add("suspend"));
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projection.Project(
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movement,
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movement.CapturePresentationResult(),
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hidden: false);
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Assert.Equal(["rebucket", "suspend"], order);
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Assert.Equal(movement.Position, entity.Position);
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Assert.Equal(cellId, entity.ParentCellId);
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}
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[Fact]
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public void Project_PendingToLoaded_RebucketsBeforeStationaryShadowRestore()
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{
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const uint cellId = 0x02020001u;
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var movement = new PlayerMovementController(new PhysicsEngine());
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movement.SetPosition(new Vector3(12f, 8f, 3f), cellId, Vector3.Zero);
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var entity = new WorldEntity
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{
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Id = 9u,
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ServerGuid = 0x50000001u,
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SourceGfxObjOrSetupId = 0x02000001u,
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Position = movement.Position,
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Rotation = Quaternion.Identity,
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MeshRefs = Array.Empty<MeshRef>(),
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};
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bool visible = false;
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var order = new List<string>();
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var projection = new LocalPlayerProjectionController(
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() => entity,
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() => 2,
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() => 2,
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(_, _) => order.Add("shadow"),
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(_, _) =>
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{
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order.Add("rebucket");
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visible = true;
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},
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_ => visible,
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_ => order.Add("suspend"));
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projection.Project(
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movement,
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movement.CapturePresentationResult(),
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hidden: false);
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Assert.Equal(["rebucket", "shadow"], order);
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}
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}
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