A click on a remote character's wielded weapon reported nothing. The picker
was already correct: RetailSelectionScene publishes every drawn part under its
own live-entity server GUID and RetailWorldPicker returns the weapon as the
polygon winner. The failure was downstream eligibility - WorldSelectionQuery
required TryGetInteractionEligibleRecord, whose _visible set admits
LiveEntityProjectionKind.World only, so the winning hit was discarded.
Retail has no such gate. Render::GfxObjUnderSelectionRay @ 0x0054C740
accumulates each hit under the drawn part's own physics-object id
(CPhysicsPart::get_physobj_id @ 0x0050D490), and CPhysicsPart::Draw @
0x0050D7A0 admits any drawn part whose physobj id is nonzero. An equipped item
is a first-class CPhysicsObj with its own id and part array
(CPhysicsObj::add_child @ 0x0050F870 via CSetup::GetHoldingLocation @
0x005213F0). There is no parent redirection and no wielded-specific rule, so a
click on a wielded weapon returns THE WEAPON'S GUID. PositionState.WIELDED is
distinct from IN_CONTAINER (acclient.h:6802), so container suppression never
hid a wielded selection either.
LiveEntityRuntime gains two scoped predicates: TryGetAttachedProjectedRecord
(a current Attached projection that is spatially projected) and
TryGetPickEligibleRecord (that arm plus today's World visible-set arm, with
the same WorldEntity.Id staleness recheck). TryGetInteractionEligibleRecord
and the _visible set are deliberately NOT widened - they feed radar,
auto-target, sticky/MoveTo establishment, and CombatAttackTargetSource, and
retail's radar has no wielded blips. A regression test asserts an attached
child stays out of that set while picking admits it.
Marker anchoring had the twin problem. SmartBox::GetObjectBoundingBox @
0x00452E20 pushes the picked object's OWN m_position - which for a child is
the frame CPhysicsObj::UpdateChild @ 0x00512D50 recomposes each tick as
Frame::combine(parent part frame, holding frame) - and
CPartArray::GetSelectionSphere @ 0x00518B80 scales the authored sphere by that
object's own part-array scale. acdream stores the PARENT's root in the child
projection's Position/Rotation because the child's MeshRefs are
parent-relative, which put the vivid brackets at the wielder's feet. The
composed child root is already published per frame to EntityEffectPoseRegistry
by EquippedChildRenderController.PublishChildPose, so selection now borrows it
through an injected Func<uint, Matrix4x4?> wired in LivePresentationComposition
beside the existing selection-sphere hook. There is no parent fallback: a child
with no published composed root has no live frame this tick and no sphere. Its
part-array scale comes from the spawn record, the same source
EquippedChildRenderController.TryRealize reads, because an Attached WorldEntity
carries the parent-derived pose rather than its own ObjScale.
The sr_Use branch of RecvNotice_SmartBoxObjectFound @ 0x004E5AD0 guards
ItemHolder::UseObject with `found->pwd._wielderID != SmartBox::player_id` at
0x004E5BE9 while still selecting and flashing. Equipped-child picking makes
that click reachable, so the gate ships with it as
IWorldSelectionQuery.IsWieldedByPlayer.
CPhysicsObj::SetLighting @ 0x00511A80 is non-recursive, so the pulse lights the
clicked object's own part array only - clicking a weapon never flashes its
wielder. That follows from routing the pulse identity through the same
predicate.
RetailWorldPicker, RetailSelectionScene, WbDrawDispatcher, and
EquippedChildRenderController are untouched, as are all wire and physics paths.
The slice REMOVES an undocumented deviation (Attached projections excluded
from pick eligibility versus retail's part-id pick) and introduces none, so no
retail-divergence-register row is owed in either direction.
Gates: dotnet build green; AcDream.App.Tests 3,951 passed / 3 skipped;
complete Release solution 9,783 passed / 5 skipped;
tools\run-connected-world-lifecycle-gate.ps1 RESULT=PASS.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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>
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>
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.
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>