Builds the machinery route 4b-2 and 4b-3 will flip on, and changes no remote behaviour: it has no production caller, so RemotePlacementDrivePendingCount is provably 0 and IsConverged is unchanged. Five pieces: a per-entity remote placement owner (RuntimeRemotePlacementDriveController), a Position-time service-window guard with a Runtime interface plus BOTH host implementations, N3's headless RetryPending pump, parked-count observability in the ownership ledger, and the service-window optimisation that avoids parks we can cheaply predict. Landed alone because it is where the park-withdraws-the-entity failure was decided; that decision is fixed at the source in the preceding commit and must not share a review signal with a behaviour flip. Two parts of route 2's controller are deliberately NOT ported, both verified against retail rather than assumed. There is no ack: SendPositionEvent is called only inside HandleReceivedPosition's local-player FORCE_POSITION gate @0x0045400C-@0x00454091, and the remote arm @0x0045414D has no equivalent. There is no re-issue funnel: retail never re-attempts a position it could not apply — stale timestamps merely bump error_count @0x004542AC — and re-issuing packet N after N+1 has merged would apply a pose the newer packet already superseded, which is correct for a one-shot ForcePosition and wrong for a 5-10 Hz stream. The service-window guard is an OPTIMISATION, not the correctness mechanism. The original contract had it the other way round, justified by a claim that retail cannot represent "arrived but not placeable" — false, and corrected in the review findings: retail's GotoLostCell/reenter_visibility path represents it exactly. A pre-flight guard also cannot be complete, because Core defers on the entity's CURRENT cell, on the swept QueriedCellIds footprint spanning neighbouring landblocks, and on residency evaluated after AdjustToOutside — conditions only Core can see. Review found and this commit fixes: DetachRoute cleared two maps of LIVE Core operations without cancelling them (route 2's AbandonPending is the correct mirror, not the first-entry controller) and its test asserted that blindness as convergence; the headless predicate answered "can ever publish" rather than "is published", and after the first fix still matched only 1 of the 9 landblocks this host publishes; OwnsPlacement admitted remote top-level Creates until gated on the Teleport flag as well as the disposition; Advance re-submitted without re-checking the window; and four comments cited a report that did not exist. Contract item 6 is met by the structural proof, not the earlier test: HasOldPrefixPlacementDebt refuses collision-prefix mutation permission before ParkCollisionResidents is ever entered, so its overlap throw is unreachable. That same mechanism is the unbounded stall filed as #310, which 4b-1 does not bound — it only avoids widening it. #311 files the remaining per-tick allocation in RetryPendingProjections; the early-out for the empty-FIFO case landed via a new HasPendingReceipts accessor so hosts still never touch .Placements. directly. Gates: complete Release solution 10,973 passed / 4 skipped / 0 failed (baseline 10,938). Four review rounds; every fix discrimination-verified by revert. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
497 lines
18 KiB
C#
497 lines
18 KiB
C#
using System.Net;
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using System.Numerics;
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using AcDream.Content;
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using AcDream.Content.Pak;
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using AcDream.Core.Combat;
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using AcDream.Core.Items;
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using AcDream.Core.Net;
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using AcDream.Core.Net.Messages;
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using AcDream.Core.Physics;
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using AcDream.Core.Spells;
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using AcDream.Headless.Hosting;
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using AcDream.Runtime;
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using AcDream.Runtime.Entities;
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using AcDream.Runtime.Gameplay;
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using AcDream.Runtime.Physics;
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using AcDream.Runtime.Session;
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namespace AcDream.Headless.Tests;
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/// <summary>
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/// C4 route 4b-1 (N3): <c>HeadlessSessionEventRoute.Attach</c> constructs its
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/// <c>RuntimePlacementProjectionSubscription</c> with
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/// <c>retryPendingOnSubscribe: true</c>, and that was the ONLY
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/// <c>RetryPending</c> call headless ever made — a Place a host sink declines
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/// (landblock not loaded, stale transit authority) is left at the FIFO head
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/// for its own later retry
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/// (<c>RuntimePlacementProjectionSubscription.OnPlacement</c>'s doc comment),
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/// but nothing headless did ever asked again. This is the focused proof that
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/// <see cref="HeadlessSessionEventRoute.RetryPending"/> — the method
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/// <c>HeadlessSessionHost.Tick</c> now calls every tick, immediately after
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/// <c>HeadlessSessionWorldProjection.PumpFirstEntry</c> — actually re-offers a
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/// declined head. Without a SECOND call, the declined receipt sits forever.
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///
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/// <para>
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/// Uses the SAME lightweight <c>LiveSessionHost</c> + no-op event/command
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/// route fixture as
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/// <c>RuntimeAcceptedPositionDriveControllerTests.StartRuntime</c> — it
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/// produces a genuine nonzero <c>GameRuntime.Generation</c> (required:
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/// <c>RuntimePlacementProjectionChannel.IsCurrent</c> rejects generation 0
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/// outright) WITHOUT wiring any real placement-projection subscription, so
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/// this test's own injected fake sink is the ONLY observer of the FIFO.
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/// <c>HeadlessSessionHost.Start</c> would also work generation-wise, but its
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/// own internal route always uses the real
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/// <c>HeadlessRuntimePlacementProjectionSink</c>, which would consume-and-
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/// acknowledge this test's synthetic Place before this test's own route ever
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/// subscribed.
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/// </para>
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/// </summary>
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public sealed class HeadlessSessionEventRouteRetryPendingTests
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{
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private const uint PlayerGuid = 0x50000001u;
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private const uint Landblock = 0xC1000000u;
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private const uint Cell = Landblock | 0x0001u;
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private const float Height = 6f;
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[Fact]
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public void RetryPending_ReoffersAPreviouslyDeclinedHeadUntilTheSinkAccepts()
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{
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using StartedRuntime started = StartRuntime();
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GameRuntime runtime = started.Runtime;
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Assert.NotEqual(0UL, runtime.Generation.Value);
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CommitLandblockCollision(runtime, Landblock);
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RuntimeEntityRecord record = CreateRemoteRecord(runtime, 0x70004001u);
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AttachBody(runtime, record, Cell);
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RuntimeEntityPlacementToken token = runtime.EntityObjects.Physics
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.SetPosition.TryBeginExclusiveAuthoredPlacement(
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record,
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record.PositionAuthorityVersion,
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RuntimeSetPositionOperationKind.RemoteAuthoritative);
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Assert.True(token.IsValid);
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RuntimeSetPositionMoverPreparationStatus status = runtime.EntityObjects
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.Physics.SetPosition.TryPrepareAndSubmitAuthoredPlacement(
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record,
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token,
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RuntimeSetPositionOperationKind.RemoteAuthoritative,
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PhysicsSetPositionFlags.Teleport | PhysicsSetPositionFlags.Slide,
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new UnusedCollisionSource(),
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gameTime: 10d,
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out RuntimeSetPositionOutcome outcome,
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resolveWorldOffsetFromRuntimeFrame: true);
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Assert.Equal(RuntimeSetPositionMoverPreparationStatus.Prepared, status);
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Assert.Equal(
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RuntimeSetPositionStatus.CommittedHostAcknowledgementPending,
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outcome.Status);
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var sink = new DecliningThenAcceptingSink();
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var events = new NoOpEventRoute();
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var route = new HeadlessSessionEventRoute(events, runtime, sink);
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// Attach's own subscribe-time retry (retryPendingOnSubscribe: true)
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// is the ONLY chance the receipt gets today — the sink is still
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// declining, so it must remain unacknowledged.
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route.Attach();
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Assert.Equal(1, sink.CallCount);
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Assert.True(
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runtime.EntityObjects.Physics.SetPosition.TryPeekProjection(
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out _));
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// The sink starts accepting (mirrors a landblock finishing streaming
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// in) — but without a SECOND RetryPending call nothing re-offers the
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// head. This is the exact gap N3 closes.
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sink.Accept = true;
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bool retried = route.RetryPending();
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Assert.True(retried);
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Assert.Equal(2, sink.CallCount);
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Assert.False(
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runtime.EntityObjects.Physics.SetPosition.TryPeekProjection(
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out _));
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route.Dispose();
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}
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/// <summary>
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/// B5(c) review fix: <see cref="HeadlessSessionEventRoute.RetryPending"/>
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/// must refuse once Runtime's generation has moved past the one this
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/// route attached under — mirroring the graphical host's
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/// <c>RuntimePlacementProjectionRetrySlot</c>, which already refuses a
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/// stale-generation callback the same way (<c>BindOwned</c>/
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/// <c>RetryPending</c>'s own guard). Before this fix headless
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/// dereferenced its subscription directly with no equivalent latch, so a
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/// route left live across a generation change (a reconnect race window)
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/// could still fire a callback against a retired generation.
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/// </summary>
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[Fact]
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public void RetryPending_RefusesOnceRuntimeGenerationHasMovedPastAttach()
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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, Landblock);
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RuntimeEntityRecord record = CreateRemoteRecord(runtime, 0x70004002u);
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AttachBody(runtime, record, Cell);
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RuntimeEntityPlacementToken token = runtime.EntityObjects.Physics
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.SetPosition.TryBeginExclusiveAuthoredPlacement(
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record,
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record.PositionAuthorityVersion,
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RuntimeSetPositionOperationKind.RemoteAuthoritative);
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Assert.True(token.IsValid);
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RuntimeSetPositionMoverPreparationStatus status = runtime.EntityObjects
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.Physics.SetPosition.TryPrepareAndSubmitAuthoredPlacement(
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record,
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token,
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RuntimeSetPositionOperationKind.RemoteAuthoritative,
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PhysicsSetPositionFlags.Teleport | PhysicsSetPositionFlags.Slide,
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new UnusedCollisionSource(),
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gameTime: 10d,
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out RuntimeSetPositionOutcome outcome,
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resolveWorldOffsetFromRuntimeFrame: true);
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Assert.Equal(RuntimeSetPositionMoverPreparationStatus.Prepared, status);
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Assert.Equal(
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RuntimeSetPositionStatus.CommittedHostAcknowledgementPending,
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outcome.Status);
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var sink = new DecliningThenAcceptingSink();
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var events = new NoOpEventRoute();
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var route = new HeadlessSessionEventRoute(events, runtime, sink);
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route.Attach();
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Assert.Equal(1, sink.CallCount);
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sink.Accept = true;
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RuntimeGenerationToken attachedGeneration = runtime.Generation;
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RuntimeTeardownAcknowledgement stopped =
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started.Live.Stop(attachedGeneration);
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Assert.True(stopped.IsComplete);
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Assert.NotEqual(attachedGeneration, runtime.Generation);
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// The route is STILL live here (never Disposed) — exactly the shape
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// a reconnect race could leave it in for one host-tick window before
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// the owner swaps in the replacement route.
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bool retried = route.RetryPending();
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Assert.False(retried);
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// The stale-generation refusal must short-circuit BEFORE ever
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// touching the subscription — the sink's call count must not move.
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Assert.Equal(1, sink.CallCount);
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route.Dispose();
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}
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// ── Fixture (mirrors RuntimeAcceptedPositionDriveControllerTests) ──────
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private sealed class StartedRuntime : IDisposable
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{
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internal required GameRuntime Runtime { get; init; }
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internal required LiveSessionHost Live { get; init; }
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public void Dispose()
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{
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_ = Live.Stop(Runtime.Generation);
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Runtime.Dispose();
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}
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}
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private static StartedRuntime StartRuntime()
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{
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var operations = new FixtureGameplayOperations();
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var sessionOperations = new FixtureSessionOperations();
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var runtime = new GameRuntime(new GameRuntimeDependencies(
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operations, operations, operations, operations,
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SessionOperations: sessionOperations));
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var resetHost = new FixtureResetHost();
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var options = new LiveSessionConnectOptions(
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true, "127.0.0.1", 9000, "account", "password");
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var live = new LiveSessionHost(
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runtime.Session,
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new LiveSessionHostBindings(
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new LiveSessionRoutingFactories(
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_ => new NoOpEventRoute(),
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_ => new NoOpCommandRoute()),
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generation => runtime.ResetGeneration(generation, resetHost),
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new LiveSessionSelectionBindings(
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id => runtime.PlayerIdentity.ServerGuid = id,
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_ => { },
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runtime.CommunicationOwner.Chat.SetLocalPlayerGuid,
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_ => { },
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_ => { },
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runtime.ActionOwner.Combat.Clear),
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new LiveSessionEnteredWorldBindings(
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_ => { }, () => { }, () => { }, _ => { }, () => { }),
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(_, _, _) => { },
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() => { }),
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options);
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LiveSessionStartResult startResult = live.Start(options);
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Assert.Equal(LiveSessionStartStatus.Connected, startResult.Status);
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Assert.NotEqual(0UL, runtime.Generation.Value);
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return new StartedRuntime { Runtime = runtime, Live = live };
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}
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private static void CommitLandblockCollision(
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GameRuntime runtime, uint landblockId)
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{
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var heights = new byte[81];
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Array.Fill(heights, (byte)Height);
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var heightTable = new float[256];
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for (int index = 0; index < heightTable.Length; index++)
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heightTable[index] = index;
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runtime.EntityObjects.Physics.ObserveLocalWorldFrame(
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landblockId | 0x0001u, teleportAdvanced: false);
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runtime.EntityObjects.Physics.SetPosition.BeginCollisionGeneration(
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landblockId, 1UL);
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runtime.EntityObjects.Physics.Engine.AddLandblock(
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landblockId,
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new TerrainSurface(heights, heightTable),
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Array.Empty<CellSurface>(),
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Array.Empty<PortalPlane>(),
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worldOffsetX: 0f,
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worldOffsetY: 0f);
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runtime.EntityObjects.Physics.SetPosition.CommitCollisionGeneration(
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landblockId, 1UL, ready: true);
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}
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private static RuntimeEntityRecord CreateRemoteRecord(
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GameRuntime runtime, uint guid)
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{
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RuntimeEntityRecord record = runtime.EntityObjects.RegisterEntity(
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new WorldSession.EntitySpawn(
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Guid: guid,
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Position: new CreateObject.ServerPosition(
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Cell, 10f, 10f, Height, 1f, 0f, 0f, 0f),
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SetupTableId: null,
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AnimPartChanges: Array.Empty<CreateObject.AnimPartChange>(),
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TextureChanges: Array.Empty<CreateObject.TextureChange>(),
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SubPalettes: Array.Empty<CreateObject.SubPaletteSwap>(),
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BasePaletteId: null,
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ObjScale: null,
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Name: "remote",
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ItemType: null,
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MotionState: null,
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MotionTableId: 0x09000001u))
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.Canonical!;
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runtime.EntityObjects.Entities.SetFinalPhysicsState(
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record, PhysicsStateFlags.Gravity);
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return record;
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}
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private static void AttachBody(
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GameRuntime runtime, RuntimeEntityRecord record, uint cellId)
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{
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runtime.EntityObjects.Entities.SetFullCell(
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record, cellId, (cellId & 0xFFFF0000u) | 0xFFFFu);
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var body = new PhysicsBody
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{
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Position = new Vector3(10f, 10f, Height),
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Orientation = Quaternion.Identity,
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LastUpdateTime = 1d,
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State = PhysicsStateFlags.Gravity,
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TransientState = TransientStateFlags.Active,
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};
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body.SnapToCell(cellId, body.Position, body.Position);
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runtime.EntityObjects.Entities.SetPhysicsBody(record, body);
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record.ObjectClock.Activate();
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runtime.EntityObjects.Physics.AcknowledgeSpatialProjection(
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record, spatial: true);
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}
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private sealed class DecliningThenAcceptingSink
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: IRuntimePlacementProjectionSink
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{
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internal int CallCount { get; private set; }
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internal bool Accept { get; set; }
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public bool TryApply(in RuntimePlacementProjectionSnapshot projection)
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{
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CallCount++;
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return Accept;
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}
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}
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private sealed class NoOpEventRoute : ILiveSessionEventRouting
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{
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public void Attach()
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{
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}
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public void Dispose()
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{
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}
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}
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private sealed class NoOpCommandRoute : ILiveSessionCommandRouting
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{
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public void Activate()
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{
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}
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public void Dispose()
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{
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}
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}
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private sealed class FixtureSessionOperations : ILiveSessionOperations
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{
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public IPEndPoint ResolveEndpoint(string host, int port) =>
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new(IPAddress.Loopback, port);
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public WorldSession CreateSession(IPEndPoint endpoint) =>
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new(endpoint, new FixtureTransport());
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public void Connect(WorldSession session, string user, string password)
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{
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}
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public CharacterList.Parsed GetCharacters(WorldSession session) =>
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new(
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0u,
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[new CharacterList.Character(PlayerGuid, "Direct", 0u)],
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[],
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11,
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"account",
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true,
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true);
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public void EnterWorld(WorldSession session, int activeCharacterIndex)
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{
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}
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public void Tick(WorldSession session)
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{
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}
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public void DisposeSession(WorldSession session) => session.Dispose();
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}
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private sealed class FixtureTransport : IWorldSessionTransport
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{
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public void Send(ReadOnlySpan<byte> datagram)
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{
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}
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public void Send(IPEndPoint remote, ReadOnlySpan<byte> datagram)
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{
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}
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public int Receive(
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Span<byte> destination, TimeSpan timeout, out IPEndPoint? from)
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{
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from = null;
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return -1;
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}
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public ValueTask<NetReceiveResult> ReceiveAsync(
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Memory<byte> destination, CancellationToken cancellationToken) =>
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ValueTask.FromException<NetReceiveResult>(
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new OperationCanceledException(cancellationToken));
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public void Dispose()
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{
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}
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}
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private sealed class FixtureResetHost : IRuntimeGenerationResetHost
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{
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public void RetireEntityProjection(RuntimeEntityRecord entity)
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{
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}
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public void DrainEntityProjectionBoundary()
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{
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}
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public void CompleteEntityProjectionRetirement()
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{
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}
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}
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private sealed class FixtureGameplayOperations
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: IRuntimeCombatAttackOperations,
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IRuntimeCombatTargetOperations,
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IRuntimeCombatModeOperations,
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IRuntimeSpellCastOperations
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{
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public bool CanStartAttack() => false;
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public void PrepareAttackRequest()
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{
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}
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public bool SendAttack(AttackHeight height, float power) => false;
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public void SendCancelAttack()
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{
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}
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public bool IsDualWield => false;
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public bool PlayerReadyForAttack => false;
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public bool AutoRepeatAttack => false;
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public bool AutoTarget => false;
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public uint? SelectClosestTarget() => null;
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public bool IsInWorld => false;
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public IReadOnlyList<ClientObject> GetOrderedEquipment() => [];
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public void NotifyExplicitCombatModeRequest()
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{
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}
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public void SendChangeCombatMode(CombatMode mode)
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{
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}
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public uint LocalPlayerId => 0u;
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public bool CanSend => false;
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public bool HasRequiredComponents(uint spellId) => false;
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public bool IsTargetCompatible(
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uint targetId, SpellMetadata spell, bool showMessage) => false;
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public void StopCompletely()
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{
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}
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public void SendUntargeted(uint spellId)
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{
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}
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public void SendTargeted(uint targetId, uint spellId)
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{
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}
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public void DisplayMessage(string message)
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{
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}
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public void IncrementBusy()
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{
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}
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}
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private sealed class UnusedCollisionSource : IPreparedCollisionSource
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{
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public PreparedAssetPresence ProbeCollision(
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PakAssetType type, uint sourceFileId) =>
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PreparedAssetPresence.Available;
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public PreparedCollisionReadResult<FlatSetupCollision> ReadSetupCollision(
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uint sourceFileId, CancellationToken cancellationToken = default) =>
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PreparedCollisionReadResult<FlatSetupCollision>.Missing;
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public PreparedCollisionReadResult<FlatGfxObjCollisionAsset> ReadGfxObjCollision(
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uint sourceFileId, CancellationToken cancellationToken = default) =>
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|
throw new NotSupportedException();
|
|
|
|
public PreparedCollisionReadResult<FlatCellStructureCollisionAsset> ReadCellStructureCollision(
|
|
uint sourceFileId, CancellationToken cancellationToken = default) =>
|
|
throw new NotSupportedException();
|
|
|
|
public PreparedCollisionReadResult<FlatEnvCellTopology> ReadEnvCellTopology(
|
|
uint sourceFileId, CancellationToken cancellationToken = default) =>
|
|
throw new NotSupportedException();
|
|
|
|
public PreparedCollisionSourceStats CollisionStats => default;
|
|
|
|
public void Dispose()
|
|
{
|
|
}
|
|
}
|
|
}
|