Commit graph

1916 commits

Author SHA1 Message Date
Erik
1f1f6c088b feat(render): Campaign V slice V2b - terrain texture-index migration
Continues the V2a mesh-path conversion onto TerrainModernRenderer: its two
per-pass bindless texture handles (the terrain atlas and the alpha-mask
atlas) now travel as table indices instead of raw 64-bit
ARB_bindless_texture handles, with zero pixel change.

Terrain differs structurally from the mesh path: it has no per-batch SSBO at
all, just two handles set once per draw as plain uniforms
(terrain_modern.frag's uTerrainHandle/uAlphaHandle, reconstructed via the
sampler2DArray(handle) macros uTerrain/uAlpha). So instead of a BatchData
struct field, the two uniforms became uTextureIndexA/uTextureIndexB - named
to match the pinned GpuPushConstants.TextureIndexA/B fields (campaign doc
section 3.4) so V4d's eventual move to push constants is a rename, not a
redesign. There is no push-constant plumbing yet, so these stay plain
uniforms for now, set via ProgramUniform1 instead of ProgramUniform2.

TerrainModernRenderer owns its own GlBindlessHandleTable and binding=9 SSBO
(the same GL-only handle-table emulation V2a introduced), independent of
WbDrawDispatcher's and EnvCellRenderer's - nothing requires index agreement
between renderers, and terrain only ever registers two handles per draw
(the atlas's terrain/alpha textures), so its table is dirty only once, on
first draw. Unlike WbDrawDispatcher/EnvCellRenderer, TerrainModernRenderer
already eagerly creates its other GL resources in the constructor with a
ResourceCleanupGroup rollback, so the texture-table SSBO is created there
too rather than lazily.

TerrainAtlas needed no change: GetBindlessHandles() keeps returning the raw
(ulong terrain, ulong alpha) pair unchanged - the table lookup is entirely a
TerrainModernRenderer-side concern, added at the one draw-call site that
already converts those handles into shader state.

Shader-side: terrain_modern.frag's uTerrain/uAlpha macros now expand through
common.glsl's ACDREAM_TEXTURE_HANDLE(idx) lookup; both terrain_modern.vert
and .frag opted into the common.glsl preamble (Shader's
includeCommonPreamble, introduced at V2a) so their SceneLighting UBO
declarations could also pick up the ACDREAM_UBO_SET scaffolding macro -
terrain_modern.vert doesn't touch the texture table itself, but sharing the
same preamble across both stages of a technique is simpler to reason about
than deciding per-stage.

Gate: dotnet build -c Release green, dotnet test tests/AcDream.App.Tests
-c Release green (3843 passed / 3 skipped, matching V2a), and
tools/run-offline-pixel-gate.ps1 passed against the V2a commit's build with
a 2.49e-05 differing-pixel fraction - within the documented ~33x same-commit
noise margin. No divergence-register row: this introduces no retail
behavior deviation.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 15:55:18 +02:00
Erik
d365476ebb feat(render): Campaign V slice V2a - mesh path texture-index migration
Moves the mesh/EnvCell draw path's per-batch texture representation from a
64-bit ARB_bindless_texture handle to a small integer table index, entirely
on the still-shipping GL backend, with zero pixel change. This is the CPU-side
half of the eventual Vulkan descriptor-array indexing model: a table index is
the backend-neutral form (Vulkan indexes a descriptor array with it directly),
while a raw bindless handle is GL-only. Landing the data-model change now, on
GL, under a strict self-differential pixel gate, keeps it separate from V4c's
much larger RHI-plumbing change (see docs/plans/2026-07-27-vulkan-campaign.md
section 5.2 for why the table cannot be device-owned yet).

Mechanism: mesh_modern.vert's BatchData struct carries `textureIndex` (a slot)
instead of `textureHandle` (uvec2); the vertex shader looks the slot up in a
new binding=9 storage buffer (GpuBindingModel.StorageTextureTable) and passes
the reconstructed uvec2 handle to the fragment shader exactly as before, so
mesh_modern.frag needed no change at all beyond the UBO-set macro below. The
16-byte std430 stride is unchanged (GpuBindingModel.GpuBatchDataStrideBytes);
textureLayer/flags keep their offsets, so every existing CPU writer's layout
is untouched.

The handle->slot table (GlBindlessHandleTable, new, pure C#) is owned
separately by WbDrawDispatcher and EnvCellRenderer rather than shared through
a single TextureCache-owned instance: EnvCellRenderer never had a TextureCache
dependency, and nothing requires index agreement between renderers since each
rebinds its own binding=9 buffer immediately before its own draw call. This
avoided threading a new constructor parameter through EnvCellRenderer (and its
six test call sites) for no behavioral benefit. TextureCache and
CompositeTextureArrayCache turned out to need no changes at all: they only
ever produce raw ulong handles, and that production path is unaffected -
the new indirection is entirely a WbDrawDispatcher/EnvCellRenderer-side
concern, added exactly where each already assembles its per-batch GPU struct
(ToInput, the copy-back loop, PrepareDeferredAlphaDraws for the
RetailAlphaQueue path, and EnvCellRenderer's ModernBatchData construction).
The table itself is a single non-ring buffer (unlike the per-frame
triple-buffered SSBOs) because a genuinely new handle is rare - new dat
surfaces/composite overrides, not every frame - so it flushes only when
GlBindlessHandleTable.Dirty is set, mirroring how the existing texture caches
already upload infrequently.

Shader-side, introduced Rendering/Shaders/common.glsl as the shared preamble
GL has no #include for: Shader.cs gained an `includeCommonPreamble` overload
that splices the file's text in after the leading #version/#extension block
(GLSL requires #version first). It declares the binding=9 table plus the
ACDREAM_TEXTURE_HANDLE(idx) lookup macro, and a scaffolding ACDREAM_UBO_SET
macro (a no-op under GL today, redefined to `set = 1,` when the Vulkan
toolchain compiles this same source at V6+, per the campaign doc's set-1 UBO
note) applied to both SceneLighting UBO declarations now so no later slice
needs to touch them again.

Tests: WbDrawDispatcherIndirectBuilderTests updated for the renamed
IndirectGroupInput/BatchDataPublic fields; new ModernBatchDataLayoutTests
(mirrors ClipFrameLayoutTests' role, but for EnvCellRenderer's GPU struct) and
GlBindlessHandleTableTests (pure-CPU allocator behavior, including the
zero-handle case, which is registered like any other handle rather than
special-cased, since that's what reproduces the pre-V2 sampling result
bit-for-bit).

Gate: dotnet build -c Release green, dotnet test
tests/AcDream.App.Tests -c Release green (3843 passed / 3 skipped, +9 over
the 3834/3 baseline), and tools/run-offline-pixel-gate.ps1 passed with a
2.84e-05 differing-pixel fraction against the parent commit - within the
documented ~33x same-commit noise margin. No divergence-register row: this
introduces no retail behavior deviation.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 15:51:26 +02:00
Erik
4f94ad7ddd feat(render): Campaign V slice V1 - OpenGL RHI backend (dark)
Implements GlGpuDevice and the rest of AcDream.App.Rendering.Gpu.Gl,
filling the V0-pinned IGpuDevice contract on OpenGL 4.3. This is the
first of the port slices described in
docs/plans/2026-07-27-vulkan-campaign.md: every later renderer port
(V2 onward) needs a real, driver-proven GL implementation of the RHI
to port onto, and the GL backend is deliberately built to be
behaviour-preserving rather than optimal, because that is what turns
each subsequent slice's pixel gate into a strict identity check
instead of a moving target. The Vulkan backend (V5+) is where the
actual efficiency gains land.

GlGpuDevice is a fresh root, not derived from Chorizite's
BaseGraphicsDevice/OpenGLGraphicsDevice - shedding that inheritance is
one of the things this campaign explicitly does. It owns its own
BindlessSupport instance rather than sharing the legacy WB render
path's, which is what lets it be constructed the moment a GL context
and a GpuFrameFlightController exist, with no dependency on when
WorldRenderCompositionPhase happens to detect bindless support later
in startup. The ring buffer keeps a managed staging array plus a real
GL buffer per flight slot and flushes with one BufferSubData
immediately before each Draw/DrawIndexed/MultiDrawIndexedIndirect
(never at bind time, since a renderer may still write after binding);
V1 throws on an over-capacity ring request rather than growing it,
since nothing consumes the device yet and a silent grow would hide a
future renderer's real working set. The texture table is a bump/free-
list allocator over a managed uvec2 handle array, gated through the
frame-flight retirement queue so a released slot cannot be reused
while a submitted frame might still read it. Push constants are
applied by uniform name on the currently-bound program, cached per
program, and explicitly re-applied whenever BindPipeline switches
programs - GL uniforms are per-program state, so the "survives
pipeline changes within a pass" guarantee the interface documents (a
freebie on Vulkan's shared pipeline layout) has to be emulated here.

BindlessSupport gained one additive method,
GetResidentHandle(texture, sampler), calling the same
ArbBindlessTexture.GetTextureSamplerHandle entry point
ManagedGLTextureArray already uses through a different path. The
existing GetResidentHandle(texture) cannot express
IGpuDevice.RegisterTexture's documented pair semantics ("the same
texture registered with two samplers occupies two slots"), so this
was the minimal change needed rather than a workaround.

The pure bookkeeping - ring watermark/alignment arithmetic, the
texture-slot allocator, render-state diffing, the push-constant field-
to-uniform-name table, and GL format mapping - lives in small GL-free
classes so it is unit-testable without a live context, following the
same seam pattern GpuFrameFlightController already uses for its fence
API. GlGpuTimerPool follows suit with an injectable timer-query API.

The device is constructed in HostInputCameraCompositionPhase
immediately after the frame-flight controller (the same phase that
already builds GpuFrameFlightController), rather than in
WorldRenderCompositionPhase as first considered: GlGpuDevice's self-
contained bindless detection means it has no ordering dependency on
the legacy WB path's BindlessSupport, so it can be proven against the
real driver as early as possible while keeping the composition change
to one phase. Composition, publication, and shutdown wiring follow
the existing acquire/publish/fault-injection pattern exactly, and GPU
device disposal is scheduled through the frame-flight retirement queue
before that queue itself is torn down. Nothing consumes the device
yet - that starts at V4a - so this slice's pixel gate is trivially a
tripwire.

App tests: 3834 passed / 3 skipped (V0 baseline 3785 + 49 new: ring,
texture-slot, render-state, push-constant, format-mapping, enum-
mapping, and timer-pool tests, plus one new fault-injection point in
the existing composition theory).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 15:11:04 +02:00
Erik
90f7c6f2f4 docs(render): drop the ambient-encoder relaxation from Campaign V
The transitional path for slices V4a-V4g needs no special API after all.
On GL, BeginPass binds the target framebuffer and applies load ops but
deliberately leaves viewport and scissor to the encoder, so a renderer
being ported mid-campaign opens a Load/Store pass against the backbuffer
and gets exactly today's behavior while the frame spine still owns clears.
One less contract concept, and one less thing for V4h to unwind.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 14:28:06 +02:00
Erik
621b16364b feat(render): Campaign V slice V0 — pin the Vulkan-shaped RHI contract
Campaign V migrates the renderer from OpenGL 4.3+extensions to a single
Vulkan 1.3 backend on Windows x64 and Linux x64, then deletes the GL path.
Motivation is compatibility and efficiency, not rescue: mandatory
GL_ARB_bindless_texture is the exact floor that parked Slice L (Mesa
D3D12/llvmpipe lack it) while Vulkan descriptor indexing is core, and
per-frame data can be written straight into mapped memory rather than
copied through BufferSubData.

V0 pins the contract every later slice codes against. Nothing consumes it
yet, so this commit changes no runtime behavior.

The seam is a minimal Vulkan-shaped RHI implemented FIRST on GL. That
ordering is the point: the twelve renderers then port one at a time under a
strict pixel gate on the still-shipping backend, so a divergence is
attributed to one slice instead of surfacing at a big-bang integration.
Duplicating renderers per backend was rejected because WbDrawDispatcher is
4,449 lines holding only ~62 GL call sites — the API surface is small and
the retail-fidelity CPU logic is large, and forking the latter is how subtle
regressions enter.

Contract highlights:
  - GpuBindingModel pins set/binding numbers dual-legal for GL and Vulkan
    GLSL. Storage bindings 0-8 keep today's shader numbering; UBOs move to
    their own set, which resolves the binding=1 collision GL only tolerates
    because it keeps SSBO and UBO tables separate.
  - GpuRingAllocation is a ref struct replacing every per-frame
    BufferSubData; the compiler forbids outliving the owning frame.
  - GpuTextureSlot replaces bindless handles. Unassigned is a loud
    uint.MaxValue sentinel rather than a silent resolve to slot 0 — the
    failure mode behind the magenta 1x1 UI placeholder bug. Renderers
    needing a fallback take the device's really-registered default slot.
  - Renderers always speak GL winding/viewport conventions; the Vulkan
    backend compensates with a negative viewport height in exactly one
    mapping function.

Verified while writing the plan: acdream's cameras already build
[0,1]-NDC projections (PortalProjection.cs:12-13), which is Vulkan's
convention. No projection rework is needed and depth precision improves,
at the cost of shifted z-fight patterns — the one pre-approved divergence
class, registered per instance at V7.

Gate: Release build green; App suite 3,785 passed / 3 skipped (3,763
baseline plus 22 new contract tests). Note for later slices, recorded in
the plan: run the suite in Release. LandblockBuildOriginTests'
far-strip test asserts behavior that LandblockStreamer.cs:505 deliberately
turns into a loud Debug.Assert in Debug builds, so a Debug run shows one
pre-existing failure that is not a regression.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 14:26:26 +02:00
Erik
11501d52ca feat(linux): gate graphical backends and capabilities 2026-07-27 12:26:58 +02:00
Erik
66f114b258 feat(linux): add graphical platform services 2026-07-27 11:54:59 +02:00
Erik
776482da82 perf(headless): enforce K4 resource envelope 2026-07-27 11:14:50 +02:00
Erik
cb512fd091 perf(headless): establish K4 resource telemetry 2026-07-27 10:47:31 +02:00
Erik
3f3401257c fix(headless): complete connected movement gate 2026-07-27 10:26:44 +02:00
Erik
b6547ff38c feat(headless): hydrate isolated collision worlds 2026-07-27 09:25:58 +02:00
Erik
9569dadb57 feat(headless): share immutable gameplay content 2026-07-27 09:00:48 +02:00
Erik
12b500d383 feat(headless): share immutable process content 2026-07-27 08:37:24 +02:00
Erik
38e83640d9 feat(headless): complete deterministic bot command parity 2026-07-27 08:23:36 +02:00
Erik
7e8acb74dd feat(headless): add deterministic multi-session scheduler 2026-07-27 07:51:49 +02:00
Erik
f8cb840fb1 feat(headless): complete portable single-session host 2026-07-27 07:36:53 +02:00
Erik
aada8a37c1 feat(headless): establish portable Linux host boundary
Add the presentation-free acdream-headless executable, strict no-connect configuration validation, dependency and assembly guards, and a Windows/Ubuntu CI lane that builds and tests only the portable runtime closure.

Co-authored-by: Codex <noreply@openai.com>
2026-07-27 01:10:45 +02:00
Erik
a9a822f206 refactor(runtime): unify generation reset for direct hosts
Move canonical per-session teardown into one retryable Runtime transaction, reduce App reset to projection acknowledgements, and prove the same GameRuntime graph through deterministic no-window lifecycle, gameplay, portal, fault, reconnect, and isolation gates.\n\nCo-authored-by: Codex <noreply@openai.com>
2026-07-27 00:43:26 +02:00
Erik
5b3fb17775 fix(vfx): classify hardwareless particle emitters once 2026-07-27 00:03:44 +02:00
Erik
921712f412 fix(interaction): restore retail loot placement and world-drop projection 2026-07-27 00:03:15 +02:00
Erik
4d095be286 fix(physics): traverse prepared indoor portal topology 2026-07-27 00:02:44 +02:00
Erik
ce41efb9e5 refactor(runtime): cut graphical host over to canonical root
Make every App composition phase borrow one GameRuntime, retire the duplicate view/event adapters, and dispose the root only after its graphical borrowers release. This preserves synchronous UI commands while giving shutdown one exact ownership ledger.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-26 19:06:09 +02:00
Erik
96ddd16539 refactor(runtime): compose canonical game runtime root 2026-07-26 18:51:17 +02:00
Erik
18d17d8bb1 refactor(runtime): acknowledge exact world host projections 2026-07-26 18:27:41 +02:00
Erik
6a063a27d4 refactor(runtime): own teleport destination correlation 2026-07-26 17:52:34 +02:00
Erik
acb845d812 fix(runtime): latch accepted reveal readiness 2026-07-26 17:17:05 +02:00
Erik
a6860d5563 refactor(runtime): own world reveal generation 2026-07-26 17:09:54 +02:00
Erik
902076c0a4 refactor(runtime): own world environment state 2026-07-26 16:45:04 +02:00
Erik
cdee7a4b49 refactor(runtime): close simulation ownership
Move remote-motion construction, CreateObject vector initialization, final simulation-component retirement, and the combined J5 ownership ledger into Runtime. Delete App compatibility views and moved-state reconstruction while preserving the existing graphical projection and retail update order.
2026-07-26 15:53:31 +02:00
Erik
2aee33569f refactor(runtime): own projectile simulation
Move projectile component identity, prediction invalidation, spatial worksets, authoritative corrections, and the retail physics step into AcDream.Runtime. Keep App as the DAT-shape and presentation adapter so ACE outcomes and visible behavior remain unchanged.
2026-07-26 14:17:42 +02:00
Erik
7e6033d0ad refactor(runtime): own per-session physics simulation
Move the sole PhysicsEngine, production cache, collision admissions, canonical bodies and hosts, remote components, ordinary/remote worksets, simulation, cell commits, and shadow synchronization under RuntimeEntityObjectLifetime. Keep App as the prepared-asset, animation-input, and render-projection adapter while preserving the named-retail update and collision order.

Add exact-incarnation, object-clock, callback-reentrancy, GUID-reuse, two-runtime isolation, source ownership, collision publication, and graphical projection coverage. Release build and the complete 8,588-test solution pass.

Co-authored-by: Codex <noreply@openai.com>
2026-07-26 13:39:57 +02:00
Erik
aa3f4a60f8 refactor(runtime): own local movement and outbound cadence
Move the canonical local movement controller, body/motion managers, object clock, movement wire data, and MTS/jump/AP sender into AcDream.Runtime. Replace process skill defaults with typed Runtime character options, make graphical and direct commands borrow one autorun owner, retain the construction-time PartArray seam, and include movement in terminal ownership convergence.

Preserve the accepted pre-inbound movement/jump and post-inbound autonomous-position order while moving the exact packet/cadence fixtures into Runtime tests. Add graphical/direct parity, two-instance isolation, teardown, allocation, architecture, and divergence-path coverage.

Co-authored-by: Codex <noreply@openai.com>
2026-07-26 12:33:53 +02:00
Erik
20df9d155d refactor(runtime): own combat and magic intent
Move attack build/repeat state, combat-mode policy, authoritative auto-target transitions, and spell-cast intent beneath RuntimeActionState. Keep App as the input, world-query, DAT-policy, transport, and presentation adapter while preserving retail request and busy ordering. Add direct/graphical parity, reset, failure, and instance-isolation coverage.

Co-authored-by: Codex <noreply@openai.com>
2026-07-26 11:56:40 +02:00
Erik
f5f7b4177f refactor(runtime): own interaction transactions
Move use throttling, appraisal identity, queued interactions, and exact post-arrival pickup state beneath RuntimeActionState. Keep App as the picker, movement, transport, and retained-presentation adapter while preserving retail send and UseDone ordering. Add reset, disposal, GUID-reuse, callback-reentrancy, and transport-failure coverage.

Co-authored-by: Codex <noreply@openai.com>
2026-07-26 11:13:09 +02:00
Erik
b298f99f91 refactor(runtime): own canonical action state
Move selection, combat, and interaction target mode under one Runtime owner; make plugins, retained UI, session routing, and typed runtime views borrow its exact children; and add failure-safe reset, instance isolation, source ownership, and normalized checkpoint coverage without changing retail ordering.

Co-authored-by: Codex <codex@openai.com>
2026-07-26 10:44:09 +02:00
Erik
89e6b207f8 refactor(runtime): close canonical gameplay ownership
Unify the toolbar shortcut manager with Runtime inventory state, route retail-ordered shortcut and spellbook command effects through the canonical owners, and make retained controllers borrow those exact instances. Remove the item-interaction transaction fallback and add graphical/no-window parity plus failure-safe terminal ownership-ledger coverage.

Co-authored-by: Codex <codex@openai.com>
2026-07-26 09:48:51 +02:00
Erik
dcb61efb5a refactor(runtime): expose canonical gameplay state
Move character options and movement skills into the Runtime-owned character graph, expose borrowed inventory, character, and social views, and route retained UI state commands through generation-gated typed Runtime contracts. Preserve the existing synchronous wire path while deleting the App-owned option and skill mirrors and extending normalized parity checkpoints.

Co-authored-by: Codex <codex@openai.com>
2026-07-26 09:12:30 +02:00
Erik
d02a12ceac refactor(runtime): own magic and player state
Move the coupled Spellbook and LocalPlayerState into one Runtime-owned character graph, route content, live-session, retained UI, reset, and shutdown through that exact owner, and delete the duplicate desired-component snapshot from inventory state. Preserve synchronous retail update and reset ordering while adding independent-instance and retryable-failure coverage.

Co-authored-by: Codex <codex@openai.com>
2026-07-26 08:39:02 +02:00
Erik
011efbeaa7 refactor(runtime): own inventory transaction state
Move the retail one-request-at-a-time gate, shared use busy references, external-container state, item mana, shortcuts, and desired-component snapshots into one Runtime-owned graph over J3's exact ClientObjectTable. Retained UI and session routing now borrow that owner; reset and shutdown preserve the existing order while failure/reentrancy tests protect the transaction boundary.

Co-authored-by: Codex <codex@openai.com>
2026-07-26 08:20:32 +02:00
Erik
c9d25ade50 refactor(runtime): own communication and social state
Construct chat history, negotiated channels, friends, squelch, and reply targets in one presentation-independent Runtime owner. Make live routing, retained UI, devtools, and current-runtime projections borrow the exact instances, preserve reconnect reset semantics, and publish failure-isolated reentrant-safe chat commits.

Co-authored-by: Codex <codex@openai.com>
2026-07-26 07:50:16 +02:00
Erik
119b7c1151 harden(runtime): close canonical entity object lifetime
Retain exact teardown receipts before terminal callbacks, preserve ordered re-entrant entity/object publication, publish committed facts across projection failures, and make direct disposal converge every canonical owner. Add a complete ownership ledger plus adversarial direct/graphical parity, callback, GUID reuse, reset, and resource-churn gates.

Co-authored-by: Codex <codex@openai.com>
2026-07-26 07:13:42 +02:00
Erik
ce3ac310d9 refactor(runtime): publish canonical entity object deltas
Issue stable Runtime identities at canonical registration, publish entity and inventory commits through one generation-stamped synchronous stream, and make graphical adapters borrow the same direct views and events as a no-window host. Preserve exact projection teardown and retail mutation order while removing App-side event reconstruction.

Make the hard-recenter ordering fixture independent of the production two-millisecond frame budget so its injected-failure gate is deterministic.

Co-authored-by: Codex <codex@openai.com>
2026-07-26 06:42:13 +02:00
Erik
5ef8b5371d refactor(runtime): own canonical entity and object lifetime
Introduce one presentation-free RuntimeEntityObjectLifetime for the exact entity directory and ClientObjectTable. Make GameWindow, graphical projections, retained UI, interaction, session routing, create/delete integration, and reset borrow that owner while preserving synchronous retail ordering, dormant retention, and retry semantics.

Co-authored-by: Codex <codex@openai.com>
2026-07-26 05:54:46 +02:00
Erik
e937cc36df fix(streaming): preserve exact live projection identity
Carry RuntimeEntityKey through spatial residency, visibility transitions, rebucketing, quiescence, landblock retirement, and origin recentering. This prevents stale incarnation edges from mutating a replacement projection while retaining the static DAT-entity path.

Validated by 104 focused ownership/streaming tests, the Release solution build, and 8,444 complete Release tests with five existing skips.

Co-authored-by: Codex <codex@openai.com>
2026-07-25 22:09:55 +02:00
Erik
420e5eea70 refactor(app): key live projections by runtime identity
Move materialized live-object sidecars and presentation worksets to exact RuntimeEntityKey ownership. Runtime remains the only GUID/incarnation/local-ID authority while hydration, animation, effects, lights, equipped children, renderer resources, visibility, liveness, and teardown resolve exact projection identities. Preserve synchronous callbacks, local-ID allocation order, and current rendering behavior.
2026-07-25 21:50:58 +02:00
Erik
f46ddb5cdb refactor(runtime): own canonical entity identity and incarnations
Introduce the presentation-free RuntimeEntityDirectory and RuntimeEntityRecord as the sole owners of server GUIDs, INSTANCE_TS incarnations, accepted snapshots, authority versions, retryable tombstones, session epochs, and local-ID allocation. Convert LiveEntityRuntime into an App projection sidecar host resolved through canonical record identity without a second GUID map.

Preserve the existing synchronous and reentrant projection lifecycle, including retryable registration/delete/session teardown. Add Runtime-only identity/lifetime tests and App ownership guards.

Validated by the Release solution build and 8,441 complete Release tests with five existing skips.

Co-authored-by: Codex <codex@openai.com>
2026-07-25 20:07:14 +02:00
Erik
f7442d13e9 refactor(runtime): move accepted entity wire state
Move the presentation-free inbound physics timestamp/snapshot authority and parent-relation state into AcDream.Runtime.Entities without changing their control flow. Move their dedicated tests with them and keep App consumers as borrowers during the staged J3 cutover.

Validated by 26 focused Runtime tests, 232 focused App tests, the Release solution build, and 8,429 complete Release tests with five existing skips.

Co-authored-by: Codex <codex@openai.com>
2026-07-25 19:52:29 +02:00
Erik
7593078774 refactor(runtime): move session lifetime and ordered transport
Move the canonical WorldSession generation, connect/enter/tick/stop transaction, inbound subscription owner, and retryable teardown acknowledgements into AcDream.Runtime. Keep App as a borrowing graphical host with a single inertable command projection and no mirrored session state.

Validated by 79 Runtime tests, 3,776 App tests with three existing skips, the Release solution build, and 8,428 complete Release tests with five existing skips.

Co-authored-by: Codex <codex@openai.com>
2026-07-25 19:39:24 +02:00
Erik
854d9e9cd1 feat(runtime): define borrowed views commands and ordered events
Establish the J1 presentation-independent contract with instance-scoped clocks and generations, immutable borrowed views, typed generation-gated commands, normalized ordered diagnostics, and teardown acknowledgements. Route graphical startup plus press-time selection, movement, and combat through focused App adapters over the exact existing owners without adding a queue or mirrored world.

Validated by the Release solution build, 13 Runtime tests, 3,838 App tests with three existing skips, and the complete 8,424-test Release suite with five existing skips.

Co-authored-by: Codex <codex@openai.com>
2026-07-25 19:08:42 +02:00
Erik
82f8d4f82e refactor(physics): remove parsed collision graphs
Publish prepared GfxObj, Setup, CellStruct, and EnvCell collision records without retaining their parsed DAT BSP, polygon, vertex, or shape graphs. Strip temporary physics bundles at stable world commit, keep graph traversal only as an explicit test/tooling oracle, and report graph residency from actual retained fields.

Validated by 115 focused collision/streaming tests, a zero-warning Release build, and 8,413 passing Release tests with five pre-existing skips.

Co-authored-by: Codex <codex@openai.com>
2026-07-25 18:21:19 +02:00