fix(runtime): give the no-window host a post-merge canonical cell commit (D1, AD-60/AD-64, AP-146/#320)
C5b (735f0a72) made the steady-state accepted-Position merge stop writing residency. That is retail-correct — HandleReceivedPosition @0x00453FD0 reads the wire objcell_id into a local and never assigns the object's cell — and it stays. What C5b did not account for is that its replacement writers both live in AcDream.App: the OnPosition prologue rebucket (AD-60's W2) and the post-routing wire-cell adopt (W3, AP-135). The two hosts run parallel, non-shared inbound routes. LiveEntitySessionController -> LiveEntityNetworkUpdateController.OnPosition is graphical-only; RuntimeLiveEntitySessionController.OnPositionUpdated is the no-window route and is constructed only at HeadlessSessionHost.cs:682. So AcDream.Headless had NO post-merge cell writer at all. Every remote's FullCellId was written at create/placement and then frozen for the session — and RuntimeEntityObjectViews .Snapshot projects exactly that field as RuntimeEntitySnapshot.CellId, i.e. every bot's entire world view. The local player lost one of AP-146's three refresh edges, which matters beyond cosmetics: RuntimeSetPositionState .IsAffectedCollisionResident reads FullCellId to pick which bodies a landblock retirement parks, so a bot running A->B without teleporting would have retired A while parking a body physically in B. The fix, in three parts: 1. RuntimeEntityObjectLifetime.CommitWireCellRebucket — a new Runtime owner for the committed VALUE, extracted verbatim from LiveEntityRuntime .RebucketLiveEntity. This is also the root-cause fix for the layering inversion the review found: AD-60 was documenting its own correctness by naming an App class the Runtime assembly cannot reference. Behaviour on the graphical side is unchanged — record.FullCellId is a proxy for record.Canonical.FullCellId, which is the record the callee reads, and the commit is still CommitRebucket. Verified load-bearing for BOTH hosts: sabotaging the preserve branch reddens the graphical LiveEntityRuntimeTests.CanonicalOnlyRebucket_DoesNotOverwriteAuthoritativeFullCell as well as the new headless assertion. 2. RuntimeLiveEntitySessionController.TryCommitAcceptedWireCell — the no-window W2, under the same reachability rules the graphical route applies: Rejected writes nothing (the shape the App authority gate produces by returning false); a bound-projectile packet writes nothing (routed by the graphical host through the canonical projectile placement owner, which returns before W2); an active initial-create residence writes nothing (RebucketLiveEntity's own early return — while the lease is live the SetPosition conductor is the sole cell authority); a local ForcePosition writes only when the accepted-Position drive declined it (NotApplicable), because a handled force is placement-receipt-authoritative. W2/W3 themselves are untouched. 3. On the committed value (the landblock-vs-cell trap). RebucketLiveEntity's preserve branch fires on a LANDBLOCK-shaped id — low 16 bits 0xFFFF — and exists for LocalPlayerProjectionController.Project, the per-frame local movement caller that emits exactly that shape. An inbound wire objcell_id is never landblock-shaped, so on the accepted-Position route the branch is not taken and the exact wire cell is committed. That is what W2 commits today and what this now commits; the no-window host has no per-frame caller at all. Ordering is matched, not improved on: the force drive submits its placement before the commit, so its first submit still reads the pre-commit FullCellId — AP-138's amended route-2 CurrentCellId measurement. Bookkeeping in this commit: - AD-60 corrected. Its surviving-channel enumeration presented "the local force path, the missile arm" as exhaustive; the entire no-window host belonged in it. 23aa62f2's W2/W3-redundancy measurement is preserved verbatim. - AP-146 and #320 amended the same way — their three-edge list was written from the graphical host and silently assumed both hosts shared it. The no-window host had two of three; it now has all three. - AD-64 filed: the reachability decision is now expressed once per host. The value is single-sourced; the gate set is not. - #324 filed: unifying the two session controllers is the genuinely correct fix and is campaign-sized (presentation recovery, hydration, the equipped-child renderer, and the remote/projectile routing arms only one host has). Not attempted here, per the fix brief. Gates. Release build 0 errors. Complete suite 11,141 passed / 4 skipped / 0 failed, against the 11,134 / 4 / 0 baseline at23aa62f2— net +7, exactly the 7 tests added. Eight sabotages verified, each red on at least one discriminating test and green when reverted: remote commit removed (2 Runtime + the end-to-end Headless test); local ordinary commit removed; local NotApplicable-force commit removed; force commit made unconditional; residence gate removed; missile gate removed; Rejected gate removed; preserve branch broken (red on both hosts). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
parent
23aa62f292
commit
ff100cf33f
8 changed files with 746 additions and 22 deletions
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@ -493,6 +493,290 @@ public sealed class RuntimeLiveEntitySessionControllerTests
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drive.DetachRoute(route);
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}
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/// <summary>
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/// D1 (C5b architecture review) — THE discriminating test for the
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/// no-window host's missing post-merge cell writer. C5b made the
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/// steady-state merge withhold the wire cell and left the replacement
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/// writers (AD-60's W2/W3) in <c>AcDream.App</c>, which this route does
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/// not have and cannot reach. Before the fix a headless remote's
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/// <c>FullCellId</c> was written at create/placement and then frozen for
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/// the whole session, no matter how far the server said it walked, and
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/// <c>RuntimeEntityObjectViews.Snapshot</c> feeds exactly that field to
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/// every bot's <c>RuntimeEntitySnapshot.CellId</c>.
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/// </summary>
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[Fact]
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public void AcceptedRemotePosition_AdvancesCanonicalResidencyInANoWindowHost()
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{
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using StartedRuntime started = StartRuntime();
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GameRuntime runtime = started.Runtime;
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CommitLandblockCollision(runtime, 0x01010000u);
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RuntimeFirstEntryDriveController drive = CreateDrive(runtime);
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using var session = new WorldSession(
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new IPEndPoint(IPAddress.Loopback, 9000),
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new FixtureTransport());
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var controller = new RuntimeLiveEntitySessionController(
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runtime,
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session,
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worldProjection: new FixtureWorldProjection());
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LiveEntitySessionSink sink = controller.CreateSink();
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WorldSession.EntitySpawn spawn =
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SpawnAt(0x70000020u, incarnation: 1, 0x01010001u);
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sink.Spawned(spawn);
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DrainFirstEntry(runtime, drive);
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Assert.True(runtime.EntityObjects.Entities.TryGetActive(
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spawn.Guid,
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out RuntimeEntityRecord remote));
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uint placedCell = remote.FullCellId;
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Assert.NotEqual(0u, placedCell);
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// A steady-state Position that crosses into another cell of the SAME
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// landblock — no teleport channel, no force channel, so this is the
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// ordinary accepted-Position merge, the exact packet shape C5b
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// stopped writing residency for.
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const uint movedCell = 0x01010013u;
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Assert.NotEqual(movedCell, placedCell);
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sink.PositionUpdated(PositionUpdate(
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spawn.Guid,
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movedCell,
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positionX: 40f,
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positionSequence: 2));
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Assert.Equal(movedCell, remote.FullCellId);
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Assert.Equal(0x0101FFFFu, remote.CanonicalLandblockId);
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// The bot-visible projection, which is the observable this defect
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// actually broke.
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Assert.True(runtime.Entities.TryGet(
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spawn.Guid,
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out RuntimeEntitySnapshot view));
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Assert.Equal(movedCell, view.CellId);
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}
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/// <summary>
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/// D1's local-player half. AP-146 enumerates three edges that refresh
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/// the local player's canonical cell; C5b moved the inbound-Position
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/// one out of the merge and into an App-only writer, so a no-window
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/// host lost it entirely. The consequence is not cosmetic:
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/// <c>RuntimeSetPositionState.IsAffectedCollisionResident</c> reads
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/// <c>FullCellId</c> to decide which bodies a landblock retirement
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/// parks, so a bot that runs A->B without teleporting would have
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/// retired A while parking a body that is physically in B.
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/// </summary>
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[Fact]
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public void AcceptedLocalPlayerPosition_AdvancesCanonicalResidencyInANoWindowHost()
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{
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using StartedRuntime started = StartRuntime();
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GameRuntime runtime = started.Runtime;
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const uint playerGuid = 0x50000020u;
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runtime.PlayerIdentity.ServerGuid = playerGuid;
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CommitLandblockCollision(runtime, 0x01010000u);
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RuntimeFirstEntryDriveController drive = CreateDrive(runtime);
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using var session = new WorldSession(
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new IPEndPoint(IPAddress.Loopback, 9000),
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new FixtureTransport());
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var controller = new RuntimeLiveEntitySessionController(
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runtime,
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session,
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worldProjection: new FixtureWorldProjection());
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LiveEntitySessionSink sink = controller.CreateSink();
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sink.Spawned(SpawnAt(playerGuid, incarnation: 1, 0x01010001u));
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DrainFirstEntry(runtime, drive);
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Assert.True(runtime.EntityObjects.Entities.TryGetActive(
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playerGuid,
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out RuntimeEntityRecord player));
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uint placedCell = player.FullCellId;
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Assert.NotEqual(0u, placedCell);
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const uint movedCell = 0x01010021u;
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Assert.NotEqual(movedCell, placedCell);
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sink.PositionUpdated(PositionUpdate(
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playerGuid,
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movedCell,
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positionX: 55f,
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positionSequence: 2));
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Assert.Equal(movedCell, player.FullCellId);
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Assert.Equal(0x0101FFFFu, player.CanonicalLandblockId);
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}
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/// <summary>
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/// D1's negative half, stated as three separate rules rather than one
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/// aggregate assertion.
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///
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/// <para>
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/// (a) A <c>Rejected</c> disposition writes NOTHING — the shape the
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/// graphical route gets for free by returning false from
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/// <c>LiveEntityInboundAuthorityGate.TryAcceptPosition</c> ahead of
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/// every wire-cell writer. (b) An active initial-create residence
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/// suppresses the commit, mirroring
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/// <c>LiveEntityRuntime.RebucketLiveEntity</c>'s own early return:
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/// while the lease is live, Runtime's SetPosition conductor is the sole
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/// cell authority and a wire cell must not pre-empt it. (c) A
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/// LANDBLOCK-shaped id preserves the exact cell instead of coarsening
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/// it — the rule fact 4 of this fix's brief warned about, asserted
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/// directly against the shared derivation.
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/// </para>
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/// </summary>
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[Fact]
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public void WireCellCommit_HonoursRejection_Residence_AndTheLandblockPreserveRule()
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{
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using StartedRuntime started = StartRuntime();
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GameRuntime runtime = started.Runtime;
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CommitLandblockCollision(runtime, 0x01010000u);
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RuntimeFirstEntryDriveController drive = CreateDrive(runtime);
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using var session = new WorldSession(
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new IPEndPoint(IPAddress.Loopback, 9000),
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new FixtureTransport());
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var controller = new RuntimeLiveEntitySessionController(
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runtime,
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session,
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worldProjection: new FixtureWorldProjection());
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LiveEntitySessionSink sink = controller.CreateSink();
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WorldSession.EntitySpawn spawn =
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SpawnAt(0x70000021u, incarnation: 1, 0x01010001u);
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// (b) The residence is open between Spawned and the drive's drain.
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sink.Spawned(spawn);
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Assert.True(runtime.EntityObjects.Entities.TryGetActive(
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spawn.Guid,
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out RuntimeEntityRecord remote));
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Assert.True(runtime.EntityObjects.TryGetInitialCreateResidence(
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remote,
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out _));
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uint duringResidence = remote.FullCellId;
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sink.PositionUpdated(PositionUpdate(
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spawn.Guid,
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0x01010031u,
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positionX: 12f,
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positionSequence: 2));
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Assert.Equal(duringResidence, remote.FullCellId);
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DrainFirstEntry(runtime, drive);
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uint placedCell = remote.FullCellId;
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Assert.NotEqual(0u, placedCell);
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// (a) A stale position sequence is Rejected by the timestamp gate.
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sink.PositionUpdated(PositionUpdate(
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spawn.Guid,
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0x01010041u,
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positionX: 13f,
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positionSequence: 1));
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Assert.Equal(placedCell, remote.FullCellId);
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// (c) The landblock-shaped id preserves the exact cell.
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Assert.True(runtime.EntityObjects.CommitWireCellRebucket(
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remote,
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0x0202FFFFu));
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Assert.Equal(placedCell, remote.FullCellId);
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Assert.Equal(0x0202FFFFu, remote.CanonicalLandblockId);
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}
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/// <summary>
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/// D1's missile gate. The graphical route sends a BOUND projectile's
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/// accepted Position to the canonical projectile placement owner and
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/// returns before AD-60's W2, so no wire cell is committed for it; the
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/// no-window route must not invent one. An UNBOUND Missile-flagged
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/// record takes the ordinary remote tail in both hosts — the same
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/// distinction <see cref="Entities.RuntimeProjectilePositionKindTests"/>
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/// pins on the classifier, asserted here on the residency write.
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/// </summary>
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[Fact]
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public void BoundProjectilePosition_CommitsNoWireCell_UnboundMissileDoes()
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{
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using StartedRuntime started = StartRuntime();
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GameRuntime runtime = started.Runtime;
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using var session = new WorldSession(
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new IPEndPoint(IPAddress.Loopback, 9000),
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new FixtureTransport());
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// Content-less direct host: legacy registration, no residence lease,
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// so the packet reaches the wire-cell decision with nothing else in
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// the way.
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var controller = new RuntimeLiveEntitySessionController(
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runtime,
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session);
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LiveEntitySessionSink sink = controller.CreateSink();
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const uint boundGuid = 0x70000041u;
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const uint unboundGuid = 0x70000042u;
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sink.Spawned(SpawnAt(boundGuid, incarnation: 1, 0x01010001u));
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sink.Spawned(SpawnAt(unboundGuid, incarnation: 1, 0x01010001u));
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Assert.True(runtime.EntityObjects.Entities.TryGetActive(
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boundGuid,
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out RuntimeEntityRecord bound));
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Assert.True(runtime.EntityObjects.Entities.TryGetActive(
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unboundGuid,
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out RuntimeEntityRecord unbound));
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foreach (RuntimeEntityRecord missile in new[] { bound, unbound })
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{
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runtime.EntityObjects.Entities.SetFinalPhysicsState(
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missile,
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missile.FinalPhysicsState | PhysicsStateFlags.Missile);
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}
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var body = new PhysicsBody
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{
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Position = new System.Numerics.Vector3(10f, 10f, 5f),
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Orientation = System.Numerics.Quaternion.Identity,
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LastUpdateTime = 1d,
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State = bound.FinalPhysicsState,
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TransientState = TransientStateFlags.Active,
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};
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body.SnapToCell(0x01010001u, body.Position, body.Position);
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runtime.EntityObjects.Entities.SetPhysicsBody(bound, body);
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runtime.EntityObjects.Physics.BindProjectile(
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bound,
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body,
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new ProjectileCollisionSphere(
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System.Numerics.Vector3.Zero,
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0.1f,
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1f));
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Assert.NotNull(bound.Projectile);
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Assert.Null(unbound.Projectile);
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const uint movedCell = 0x01010051u;
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sink.PositionUpdated(PositionUpdate(
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boundGuid,
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movedCell,
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positionX: 30f,
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positionSequence: 2));
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sink.PositionUpdated(PositionUpdate(
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unboundGuid,
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movedCell,
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positionX: 30f,
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positionSequence: 2));
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Assert.Equal(0x01010001u, bound.FullCellId);
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Assert.Equal(movedCell, unbound.FullCellId);
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}
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private static WorldSession.EntityPositionUpdate PositionUpdate(
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uint guid,
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uint cellId,
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float positionX,
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ushort positionSequence) =>
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new(
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guid,
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new CreateObject.ServerPosition(
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cellId,
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positionX,
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10f,
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5f,
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1f,
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0f,
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0f,
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0f),
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Velocity: null,
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PlacementId: null,
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IsGrounded: true,
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InstanceSequence: 1,
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PositionSequence: positionSequence,
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TeleportSequence: 0,
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ForcePositionSequence: 0);
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/// <summary>
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/// C3c: initial-residence admission requires a live session generation
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/// (RuntimeInitialCreateResidenceState.CanAcceptCreate), so these direct
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