fix(runtime): restore interaction completion ownership

Preserve prepublication local motion completion, require the PartArray enter-world lifecycle port, and balance deferred Use busy ownership across dispatch and cancellation. Reconcile the completed GameWindow connected gates and add regression coverage.

Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-23 05:51:51 +02:00
parent 5c955c36ec
commit f9736ece6c
26 changed files with 675 additions and 68 deletions

View file

@ -452,6 +452,7 @@ public sealed class LiveEntityPresentationControllerTests
runtime,
shadows,
(_, _, _) => true,
new LiveEntityPartArrayEnterWorldPort(_ => { }),
liveCenter: () => (2, 2));
Assert.True(controller.OnLiveEntityReady(Fixture.Guid));
@ -560,6 +561,7 @@ public sealed class LiveEntityPresentationControllerTests
runtime,
shadows,
(_, _, _) => true,
new LiveEntityPartArrayEnterWorldPort(_ => { }),
liveCenter: () => (2, 2));
Assert.True(controller.OnLiveEntityReady(Fixture.Guid));
Assert.Equal(1, shadows.SuspendedRegistrationCount);
@ -696,6 +698,13 @@ public sealed class LiveEntityPresentationControllerTests
OnTypedPlay?.Invoke(type);
return true;
},
new LiveEntityPartArrayEnterWorldPort(localEntityId =>
{
PartArrayEnterWorld.Add(localEntityId);
PartArrayShadowCounts.Add(Shadows.TotalRegistered);
PresentationOrder.Add("part-array");
onPartArrayEnterWorld?.Invoke(localEntityId);
}),
(parent, noDraw) =>
{
ChildNoDraw.Add((parent, noDraw));
@ -707,13 +716,7 @@ public sealed class LiveEntityPresentationControllerTests
PresentationOrder.Add("target");
},
() => (1, 1),
handlePartArrayEnterWorld: localEntityId =>
{
PartArrayEnterWorld.Add(localEntityId);
PartArrayShadowCounts.Add(Shadows.TotalRegistered);
PresentationOrder.Add("part-array");
onPartArrayEnterWorld?.Invoke(localEntityId);
});
onShadowRestored: null);
}
internal static WorldSession.EntitySpawn Spawn(