acdream/tests/AcDream.App.Tests/Input
Erik 529e0e9d88 feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8)
Campaign P remaining-physics-divergence, placement cutover slice C3c
(docs/plans/2026-08-02-placement-cutover.md). Both production hosts now
register every initial Create through the residence + continuation-
executor + first-entry-conductor machinery (C0-C3b):

- Graphical (route 1): RegisterEntityWithInitialResidence at Create; the
  shared RuntimeFirstEntryDriveController pumps both conductors from the
  placement-receipt flow; MaterializeProjection and RebucketLiveEntity
  are presentation-only while a residence is ACTIVE (ExecutorCompleted is
  the presentation-binding receipt); post-residence entities take the
  full legacy path including the prepare_to_enter_world clock edges.
  PlayerModeController attaches presentation to the Runtime-published
  controller; its legacy resolve/step-heights/host-construction path is
  deleted; presentation-only rollback (retail has no entry-flow rollback).
- Headless (route 8): OnSpawned registers with residence when a drive
  exists; content-less sessions keep the pre-flip direct registration;
  SynchronizeLocalPlayer/CreateController/ApplySetupStepHeights deleted;
  prepared-collision read failure is a typed AwaitingCollisionSource
  retry; far remotes outside the service window complete celless.
- RuntimeLocalPlayerMovementState.Controller setter sealed internal; all
  controller mutation flows through the publication lifecycle.

Fix slices landed within this cutover, each dual-gated:
- F1: live movement-stat/server-physics application routed through the
  Runtime ownership seam (post-logout ingest crash on the retired
  controller eliminated; RuntimeMovementSkillProjection deleted).
- F2: login activation wedge - collision-admission prefix gate factored
  out of the seal (reentrant-commit RejectedAuthority), rearm generation
  identity corrected, PlayerModeAutoEntry requires the Runtime-published
  controller (world reveal can no longer seal unmaterialized).
- F3: landblock-prefix 0-sentinel replaced by explicit absent-id guards;
  map-corner landblocks (grid row/col 0) fully legal through admission,
  park/rearm/retire, quiescence, and outdoor shadow seeds.
- F5: local-player first-entry ground contact seeded by the shared
  SpawnPlacementSettler (moved App->Core) at FinalizeActivation - the
  retail first-gravity-frame touch (enter_world 0x00516170 carries no
  seed); the legacy unconditional force-seed is overwritten by a real
  floor-found contact; airborne spawns stay airborne; outbound contact
  bit verified end-to-end. Fixes the standing-cast 'You can't do that
  while in the air!' rejections.
- R1 (dual-review round): login constraint leash armed at the committed
  placement (HandleReceivedPosition 0x00453FD0 analog); register rows
  AD-61 (settle-timing compression now covering the local player) and
  AD-42 (repointed off the deleted resolve split) in this commit;
  residence-conversion owner API; wire-landblock guards; drive-pending
  ledger in IsConverged; route attach/detach latch; executor-drain drift
  model documented + source-pinned.

Gates: Runtime 1,003, App 4,039/3 skips, Headless 79, complete solution
10,816/0 failed/4 skips (Release, -m:1); connected lifecycle/reconnect
gate PASS (logs/connected-world-gate-20260802-175401; graceful exits,
world-visible, zero airborne rejections). The nine-stop soak remains red
for the pre-existing 6b28ff99 whole-world collision-clone throughput
regression (attributed with evidence; scheduled as its own slice before
C5). Dual Opus reviews (retail-conformance + adversarial): delta PASS.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 18:10:33 +02:00
..
C3cF2AutoEntryWiringTests.cs feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8) 2026-08-02 18:10:33 +02:00
CameraPointerInputControllerTests.cs refactor(runtime): own local movement and outbound cadence 2026-07-26 12:33:53 +02:00
DispatcherCameraInputSourceTests.cs refactor(input): own pointer and callback lifetime 2026-07-22 11:59:33 +02:00
DispatcherMovementInputSourceTests.cs fix(physics): movement-parity fixes - adjusted catch-up cap, autorun retail semantics, AP-30 retired 2026-07-30 15:04:17 +02:00
GameplayInputActionRouterTests.cs feat(input): assess world objects on right click 2026-07-24 05:42:28 +02:00
GameplayInputCommandControllerTests.cs refactor(runtime): own world environment state 2026-07-26 16:45:04 +02:00
GameplayInputFrameControllerTests.cs refactor(runtime): own local movement and outbound cadence 2026-07-26 12:33:53 +02:00
LocalPlayerProjectionControllerTests.cs refactor(camera): extract the update frame 2026-07-22 03:08:58 +02:00
MouseLookControllerTests.cs test(app): serialize the classes sharing camera/render process globals (#252) 2026-07-28 18:46:43 +02:00
PlayerMovementPlacementTransactionTests.cs fix(physics): validate retail cell containment roots 2026-07-31 14:48:26 +02:00
QuiescentInputContextTests.cs refactor(input): own pointer and callback lifetime 2026-07-22 11:59:33 +02:00
RetailLocalPlayerFrameControllerTests.cs feat(headless): complete deterministic bot command parity 2026-07-27 08:23:36 +02:00
RetainedUiGameplayBindingTests.cs refactor(input): own gameplay action routing 2026-07-22 12:43:05 +02:00
RuntimeLocalPlayerMovementStateTests.cs refactor(runtime): close simulation ownership 2026-07-26 15:53:31 +02:00
SilkInputSourceLifetimeTests.cs refactor(input): own pointer and callback lifetime 2026-07-22 11:59:33 +02:00