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.
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>
Own every borrowed PartArray frame across callbacks, version presentation state across appearance rebinding, reject recursive phase consumption, and preserve static MotionDone when only a stale visual pose is discarded.
Move final live part composition, exact-incarnation schedule handoff, MotionDone binding, and presentation diagnostics out of GameWindow while preserving the retail frame order. Reject stale schedule and completion ABA at the new owner boundary.
Co-Authored-By: OpenAI Codex <codex@openai.com>
Restore the named-retail object update order across local, remote, static, projectile, animation, shadow, teleport, and effect lifetimes. Separate authoritative root commits from spatial rebucketing, preserve per-owner hook/FIFO ordering, and remove update-path allocations with exact lifecycle and residency gates.
Add deterministic conformance, adversarial lifetime, GUID-reuse, pending-cell, quaternion, timestamp, and allocation coverage. Release build is warning-free and all 6,446 tests pass with five intentional skips; retail, architecture, and adversarial reviews are clean.
Co-authored-by: OpenAI Codex <codex@openai.com>