docs(runtime): close per-session physics ownership

Record J5.5 production SHA, complete Release baseline, exact-binary lifecycle/reconnect and nine-stop collision/movement evidence, and rollback. Synchronize architecture, roadmap, milestones, AGENTS/CLAUDE, and advance the active program to J5.6 projectile runtime.

Co-authored-by: Codex <noreply@openai.com>
This commit is contained in:
Erik 2026-07-26 13:59:06 +02:00
parent 7e6033d0ad
commit fce8e7b18e
11 changed files with 127 additions and 35 deletions

View file

@ -231,7 +231,12 @@ src/
InteractionState.cs -> presentation-free cursor-target mode state
RuntimeInteractionTransactionState.cs -> use/appraisal/pickup FIFO,
exact approach and busy borrower
-> J3J4 and J5.1J5.4 complete; J5.5 per-session physics active
Physics/
RuntimePhysicsState.cs -> per-session engine/cache/scratch/shadows,
collision receipts, bodies/hosts/worksets
RuntimeRemotePhysicsUpdater.cs -> presentation-free remote simulation
RuntimeOrdinaryPhysicsUpdater.cs -> presentation-free object simulation
-> J3J4 and J5.1J5.5 complete; J5.6 projectile runtime active
-> may reference Core, Core.Net, Content, and Plugin.Abstractions only
-> must never reference App, UI, Silk.NET, OpenAL, Arch, or ImGui
@ -507,8 +512,13 @@ queries, transport, animation, sound, particles, and response text
(`20df9d15`). `RuntimeLocalPlayerMovementState` owns the exact local movement
controller, construction seam, autorun latch, typed view, and terminal ledger;
graphical input and direct commands borrow that owner, and outbound
MTS/jump/AP cadence lives in Runtime (`aa3f4a60`). J5.5 next moves per-session
physics and remote simulation.
MTS/jump/AP cadence lives in Runtime (`aa3f4a60`). One
`RuntimePhysicsState` now owns the per-session engine, production cache/cell
graph, transition scratch, shadow registry, typed collision admissions,
canonical body/host/remote components, ordinary/remote worksets, simulation,
and full-cell commits. App supplies prepared collision and animation/shape
inputs, then projects committed snapshots (`7e6033d0`). J5.6 next moves the
projectile component and prediction lifecycle.
`GpuWorldState` owns spatial buckets only and retains the exact projection key
through loaded/pending movement, landblock retirement/reload, origin recenter,