Cutover slice C3a: the resumable transaction that dissolves the C3 flip's circularity finding. RuntimeLocalPlayerFirstEntryState drives the local player's complete entry in retail's own order — authored-mover preparation (the makeObject/set_description shape analog, via a pure no-submit extraction TryPrepareAuthoredMover), the publication chain's off-canonical Prepare + atomic body Commit against the residence's exact placement token, the Evaluate/CommitActivation enter-world analog, the Place-receipt acknowledgement as that act's virtualized completion, and only then the executor's FIFO drain (retail: enter_world at 93824 strictly precedes ProcessObjectNetBlobs at 93831). Five stages, eight typed statuses, exactly-once per stage under retry, no second token copies, and an acknowledge-stage discriminator that separates not-yet-FIFO-head (retryable) from authority-moved (typed abandonment) — a mid-flight delete can no longer strand a retry-forever entry. The residence retirement notification becomes an ordered multicast (snapshot-iterated per the event-stream precedent), the lifetime constructs the conductor with a late-bind Publication seam (transactional unbound failure — no mutation before the throw), deletion/reset converge the conductor automatically through the same choke points as the executor, and its active count is in the ownership snapshot and IsConverged. Dormant: no production Advance caller; GameRuntime binding is C3c's first act. Reviewed: retail-conformance PASS (the stage order verified step-for-step against retail's entry sequence; the live-controller-on- abandonment invariant proven structurally enforced and retail-correct — retail has no entry-flow rollback) + architecture/adversarial PASS after one fix round (acknowledge-stage authority discrimination; the wiring fold; two prescribed pre-C3c hardenings). Runtime 948/948; complete Release solution green across all nine projects. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
922 lines
43 KiB
C#
922 lines
43 KiB
C#
using System.Collections.Immutable;
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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.Net;
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using AcDream.Core.Net.Messages;
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using AcDream.Core.Physics;
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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;
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namespace AcDream.Runtime.Tests.Gameplay;
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public sealed class RuntimeLocalPlayerFirstEntryStateTests
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{
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private const uint Landblock = 0xA9B60000u;
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private const uint Cell = Landblock | 0x0001u;
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private const uint SetupId = 0x02000001u;
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private static readonly RuntimeInitialCreateExecutionInputs NoContact =
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new(UsePositionFromServer: false, PlayerDistance: 0f);
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// ---------------------------------------------------------------
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// Happy path
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// ---------------------------------------------------------------
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[Fact]
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public void FullSequenceHappyPathReachesExecutorCompletedWithOneBodyIdentity()
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{
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using var fixture = new Fixture(residentWorld: true);
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RuntimeLocalPlayerFirstEntryStatus status = fixture.Advance(
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out RuntimeInitialCreateExecutionReceipt receipt);
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Assert.Equal(RuntimeLocalPlayerFirstEntryStatus.Completed, status);
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Assert.Equal(Cell, receipt.FullCellId);
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Assert.Equal(RuntimeTeleportHookPhase.AfterEnterWorld,
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receipt.TeleportHookPhase);
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PhysicsBody body = Assert.IsType<PhysicsBody>(fixture.Record.PhysicsBody);
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Assert.True(body.InWorld);
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PlayerMovementController controller =
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Assert.IsType<PlayerMovementController>(fixture.Movement.Controller);
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Assert.Same(body, controller.PhysicsBody);
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Assert.True(controller.IsRuntimePublished);
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Assert.NotNull(fixture.Record.PhysicsHost);
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Assert.True(fixture.Lifetime.Physics.IsSpatialRoot(fixture.Record));
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Assert.Equal(0, fixture.Conductor.CaptureOwnership().ActiveCount);
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Assert.Equal(0, fixture.Publication.CaptureOwnership().CandidateCount);
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Assert.Equal(0, fixture.Publication.CaptureOwnership().PendingActivationCount);
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Assert.False(fixture.Lifetime.TryGetInitialCreateResidence(
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fixture.Record, out _));
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Assert.Equal(0, fixture.Lifetime.CaptureOwnership()
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.InitialCreateResidenceLeaseCount);
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Assert.Equal(0, fixture.Lifetime.CaptureOwnership()
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.InitialCreateExecutorProgressCount);
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// Retrying with the now-stale residence token is a distinct,
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// safe no-op — nothing left to resume.
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Assert.Equal(
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RuntimeLocalPlayerFirstEntryStatus.RejectedToken,
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fixture.Advance(out _));
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}
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// ---------------------------------------------------------------
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// Yield flavors + resume
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// ---------------------------------------------------------------
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[Fact]
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public void AwaitingCollisionSourceRetriesThenResumesOnceSetupLands()
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{
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using var fixture = new Fixture(residentWorld: true, setupTableId: SetupId);
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fixture.CollisionSource.Status = PreparedAssetReadStatus.Missing;
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RuntimeLocalPlayerFirstEntryStatus first = fixture.Advance(out _);
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Assert.Equal(RuntimeLocalPlayerFirstEntryStatus.AwaitingCollisionSource,
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first);
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Assert.Equal(0, fixture.Conductor.CaptureOwnership().ActiveCount);
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Assert.Equal(0, fixture.Publication.CaptureOwnership().CandidateCount);
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RuntimeLocalPlayerFirstEntryStatus second = fixture.Advance(out _);
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Assert.Equal(RuntimeLocalPlayerFirstEntryStatus.AwaitingCollisionSource,
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second);
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Assert.True(fixture.CollisionSource.ReadCount >= 2);
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fixture.CollisionSource.Status = PreparedAssetReadStatus.Loaded;
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Assert.Equal(RuntimeLocalPlayerFirstEntryStatus.Completed,
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fixture.Advance(out RuntimeInitialCreateExecutionReceipt receipt));
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Assert.Equal(Cell, receipt.FullCellId);
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}
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[Fact]
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public void AwaitingActivationRetriesWhileCellUnresolvedThenResumesAfterGenerationWake()
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{
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// Non-resident world: EvaluateActivation defers because the
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// destination landblock's collision generation was never committed.
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using var fixture = new Fixture(residentWorld: false);
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RuntimeLocalPlayerFirstEntryStatus first = fixture.Advance(out _);
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Assert.Equal(RuntimeLocalPlayerFirstEntryStatus.AwaitingActivation, first);
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Assert.Equal(1, fixture.Publication.CaptureOwnership().PendingActivationCount);
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Assert.False(fixture.Record.PhysicsBody!.InWorld);
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RuntimeLocalPlayerFirstEntryStatus second = fixture.Advance(out _);
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Assert.Equal(RuntimeLocalPlayerFirstEntryStatus.AwaitingActivation, second);
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Assert.Equal(1, fixture.Publication.CaptureOwnership().PendingActivationCount);
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const ulong generation = 1UL;
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fixture.Lifetime.Physics.SetPosition.BeginCollisionGeneration(
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Cell & 0xFFFF0000u, generation);
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fixture.Lifetime.Physics.Engine.AddLandblock(
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Cell & 0xFFFF0000u,
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new TerrainSurface(new byte[81], new float[256]),
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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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fixture.Lifetime.Physics.SetPosition.CommitCollisionGeneration(
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Cell & 0xFFFF0000u, generation, ready: true);
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Assert.Equal(RuntimeLocalPlayerFirstEntryStatus.Completed,
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fixture.Advance(out RuntimeInitialCreateExecutionReceipt receipt));
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Assert.True(fixture.Record.PhysicsBody!.InWorld);
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Assert.Equal(Cell, receipt.FullCellId);
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Assert.Equal(0, fixture.Publication.CaptureOwnership().PendingActivationCount);
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}
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[Fact]
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public void AwaitingReceiptAcknowledgementRetriesWhileNotFifoHeadThenResumes()
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{
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using var fixture = new Fixture(residentWorld: true);
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// Occupy the FIFO head with an unrelated, unacknowledged Place
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// projection before our own activation ever commits, so our own
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// token — assigned a LATER sequence — cannot acknowledge first.
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(RuntimeEntityRecord other, RuntimePlacementProjectionToken otherToken) =
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BeginPendingOrdinaryPlacement(fixture, 0x70099001u);
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RuntimeLocalPlayerFirstEntryStatus first = fixture.Advance(out _);
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Assert.Equal(
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RuntimeLocalPlayerFirstEntryStatus.AwaitingReceiptAcknowledgement,
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first);
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// The activation itself already committed — retrying must not
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// re-run CommitActivation (which would reject a second time and
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// corrupt the ledger); only the acknowledgement itself is retried.
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Assert.Equal(0, fixture.Publication.CaptureOwnership().PendingActivationCount);
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Assert.True(fixture.Record.PhysicsBody!.InWorld);
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RuntimeLocalPlayerFirstEntryStatus second = fixture.Advance(out _);
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Assert.Equal(
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RuntimeLocalPlayerFirstEntryStatus.AwaitingReceiptAcknowledgement,
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second);
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Assert.True(fixture.Lifetime.Physics.SetPosition
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.AcknowledgeProjection(otherToken));
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Assert.Equal(RuntimeLocalPlayerFirstEntryStatus.Completed,
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fixture.Advance(out RuntimeInitialCreateExecutionReceipt receipt));
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Assert.Equal(Cell, receipt.FullCellId);
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_ = other;
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}
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[Fact]
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public void DeleteWhileAwaitingReceiptAcknowledgementAbandonsInsteadOfRetryingForeverAndConverges()
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{
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// F1 regression: the gap between the two original delete tests (one
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// before activation ever commits, one after a non-resident
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// DeferredCell). Here the activation has ALREADY committed — the
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// projection is captured and real — but acknowledgement is blocked
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// behind another entity's own unacknowledged Place. A full delete
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// ALSO retires the residence (TryAcceptDelete's own
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// ForgetInitialCreateResidence call), which — now that F2 wires this
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// class's Forget into that same retirement notification — converges
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// everything automatically before Advance is ever called again;
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// that path is covered by the delete-while-AwaitingActivation and
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// reincarnation tests instead. This test exercises the narrower
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// mechanism directly: Physics.SetPosition.Forget alone (the exact
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// call TryAcceptDelete itself makes, releasePreparedMover: true)
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// rewrites the still-pending Place slot straight to Discard with a
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// bumped revision (CancelCoreDeferred) — invalidating BOTH the
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// residence's own placement-tracked currency AND the FIFO head's
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// projection kind/token for this entity. Without
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// IsAcknowledgementStillPending's re-check on a failed acknowledge,
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// the cached progress.Projection struct could never match the FIFO
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// head again and retrying Advance would report
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// AwaitingReceiptAcknowledgement forever, with Progress/Publication
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// ownership never converging.
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using var fixture = new Fixture(residentWorld: true);
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(RuntimeEntityRecord other, RuntimePlacementProjectionToken otherToken) =
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BeginPendingOrdinaryPlacement(fixture, 0x70099002u);
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Assert.Equal(
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RuntimeLocalPlayerFirstEntryStatus.AwaitingReceiptAcknowledgement,
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fixture.Advance(out _));
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Assert.Equal(1, fixture.Conductor.CaptureOwnership().ActiveCount);
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Assert.True(fixture.Record.PhysicsBody!.InWorld);
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Assert.True(fixture.Lifetime.TryGetInitialCreateResidence(
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fixture.Record, out _));
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RuntimePlacementCancellationReceipt cancellation = fixture.Lifetime
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.Physics.SetPosition.Forget(
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fixture.Record,
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releasePreparedMover: true);
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fixture.Lifetime.Physics.SetPosition.PublishCancellation(cancellation);
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Assert.Equal(RuntimeLocalPlayerFirstEntryStatus.RejectedAuthority,
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fixture.Advance(out _));
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Assert.Equal(0, fixture.Conductor.CaptureOwnership().ActiveCount);
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// FinalizeActivation already nulled Publication's own tracked
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// activation the instant CommitActivation succeeded (the controller
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// is genuinely live/published from that point on, not an in-progress
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// candidate) — so PendingActivationCount was already 0 before this
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// abandonment ran, and stays 0. Abandoning the acknowledgement here
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// does not retroactively un-publish the now-live controller; that is
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// ordinary entity teardown's job, not this class's.
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Assert.Equal(0, fixture.Publication.CaptureOwnership().PendingActivationCount);
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Assert.NotNull(fixture.Movement.Controller);
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Assert.True(fixture.Movement.Controller!.IsRuntimePublished);
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// The unrelated entity's own placement is untouched and still
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// acknowledgeable — this class's abandonment must not have reached
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// past its own entity's projection.
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Assert.True(fixture.Lifetime.Physics.SetPosition
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.AcknowledgeProjection(otherToken));
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_ = other;
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}
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[Fact]
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public void AwaitingContinuationPlacementPropagatesExecutorYieldThenResumes()
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{
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using var fixture = new Fixture(residentWorld: true);
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// A fresh Position arrives while the initial residence is still
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// pending — exactly the scenario the executor's own FIFO exists
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// for. It is enqueued as a continuation and only classified once
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// the executor actually drains it.
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WorldSession.EntityPositionUpdate update = new(
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fixture.Record.ServerGuid,
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new CreateObject.ServerPosition(Cell, 40f, 20f, 7f, 1f, 0f, 0f, 0f),
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Velocity: null,
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PlacementId: 2,
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IsGrounded: true,
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InstanceSequence: 1,
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PositionSequence: 2,
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TeleportSequence: 1,
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ForcePositionSequence: 0);
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Assert.True(fixture.Lifetime.TryApplyPosition(
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update,
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isLocalPlayer: true,
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forcePositionRotation: null,
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currentLocalVelocity: null,
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projectionRequiresTeleportHook: true,
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acknowledgeProjection: null,
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out PositionTimestampDisposition disposition,
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out _,
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out _));
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Assert.Equal(PositionTimestampDisposition.Apply, disposition);
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RuntimeLocalPlayerFirstEntryStatus status = fixture.Advance(out _);
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Assert.Equal(
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RuntimeLocalPlayerFirstEntryStatus.AwaitingContinuationPlacement,
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status);
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// The conductor's OWN sequence (residence -> publication -> Execute)
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// already reached its terminal Acknowledged stage; its progress
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// entry is retained (not zero) purely so a retry skips straight to
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// re-calling Execute rather than restarting mover-prep/publication
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// from scratch — discarding it here would incorrectly reject a
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// retry with RejectedAuthority once the original residence lease is
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// long gone.
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Assert.Equal(1, fixture.Conductor.CaptureOwnership().ActiveCount);
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RuntimeEntityKey key = fixture.Record.Key!.Value;
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Assert.True(fixture.Lifetime.InitialCreateExecution
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.TryGetPendingContinuationPlacement(
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key, out RuntimeEntityPlacementToken placement));
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Assert.True(fixture.Lifetime.InitialCreateExecution
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.TryGetPendingContinuationRoute(
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key, out RuntimeAuthoritativePositionRoute route));
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CompleteOrdinaryPlacement(fixture, placement, route);
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RuntimeLocalPlayerFirstEntryStatus resumed = fixture.Advance(
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out RuntimeInitialCreateExecutionReceipt receipt);
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Assert.Equal(RuntimeLocalPlayerFirstEntryStatus.Completed, resumed);
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Assert.Contains(receipt.Trace,
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a => a.Kind is RuntimeInitialCreateExecutedActionKind.Position);
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Assert.Equal(0, fixture.Conductor.CaptureOwnership().ActiveCount);
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}
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[Fact]
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public void ReentrantAdvanceDuringCollisionCallbackFailsClosedWithContentionAndOuterCallStillCompletes()
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{
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using var fixture = new Fixture(residentWorld: true);
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bool reentered = false;
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RuntimeLocalPlayerFirstEntryStatus? innerStatus = null;
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fixture.Lifetime.Physics.Engine.TransitionCellCollisionTestHook =
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(_, phase, _, observed) =>
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{
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if (!reentered && phase is TransitionCellCollisionPhase.Environment)
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{
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reentered = true;
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innerStatus = fixture.Advance(out _);
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}
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return observed;
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};
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RuntimeLocalPlayerFirstEntryStatus outerStatus = fixture.Advance(
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out RuntimeInitialCreateExecutionReceipt receipt);
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Assert.True(reentered);
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Assert.Equal(RuntimeLocalPlayerFirstEntryStatus.Contention, innerStatus);
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Assert.Equal(RuntimeLocalPlayerFirstEntryStatus.Completed, outerStatus);
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Assert.Equal(Cell, receipt.FullCellId);
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Assert.Equal(0, fixture.Conductor.CaptureOwnership().ActiveCount);
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}
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// ---------------------------------------------------------------
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// Publication binding (H2)
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// ---------------------------------------------------------------
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[Fact]
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public void AdvanceWithUnboundPublicationThrowsTransactionallyBeforeAnyStateMutation()
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{
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// H2: RuntimeEntityObjectLifetime constructs LocalPlayerFirstEntry
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// before RuntimeLocalPlayerPhysicsPublicationState can exist, so an
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// Advance in the window before a host calls BindPublication must
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// fail with NOTHING mutated — no authored-mover Setup-read/
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// PrepareMover call against RuntimeSetPositionState's own
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// _preparedMovers, no Progress entry created. Otherwise a poisoned
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// Progress entry would sit in _progress forever, and a later
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// Discard/DiscardAll from an unrelated retirement/session-clear
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// fan-out would ALSO throw.
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using var lifetime = new RuntimeEntityObjectLifetime();
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var generation = new RuntimeGenerationToken(1UL);
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lifetime.BindEventContext(() => generation, static () => 1UL);
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RuntimeEntityRecord record = lifetime.RegisterEntityWithInitialResidence(
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Spawn(0x70090099u, incarnation: 1),
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isLocalPlayer: true).Canonical!;
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Assert.True(lifetime.TryGetInitialCreateResidence(
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record, out RuntimeInitialCreateResidenceLease lease));
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var collisionSource = new FakeCollisionSource(
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0u,
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new FlatSetupCollision(
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ImmutableArray<FlatCollisionCylinder>.Empty,
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[new FlatCollisionSphere(Vector3.Zero, 0.48f)],
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height: 0f,
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radius: 0f,
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stepUpHeight: 0.4f,
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stepDownHeight: 0.4f));
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Assert.Throws<InvalidOperationException>(() =>
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lifetime.LocalPlayerFirstEntry.Advance(
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record,
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lease.Token,
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PlayerMovementConstructionOptions.Fallback,
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new RuntimeLocalPlayerPhysicsActivationPreparation(
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0.48f, 1.835f, RuntimeLocalPlayerShadowDisposition.ProvenShapeless),
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collisionSource,
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gameTime: 10d,
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NoContact,
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out _));
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Assert.Equal(0, lifetime.LocalPlayerFirstEntry.CaptureOwnership().ActiveCount);
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// The residence lease is untouched — the SAME token still drives to
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// completion once a host binds Publication, proving nothing was
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// mutated by the failed attempt.
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Assert.True(lifetime.TryGetInitialCreateResidence(
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record, out RuntimeInitialCreateResidenceLease stillLease));
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Assert.Equal(lease.Token, stillLease.Token);
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var movement = new RuntimeLocalPlayerMovementState();
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var identity = new RuntimeLocalPlayerIdentityState();
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try
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{
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identity.ServerGuid = record.ServerGuid;
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var publication = new RuntimeLocalPlayerPhysicsPublicationState(
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lifetime.Entities, lifetime.Physics, movement, identity);
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movement.AttachPhysicsPublication(publication);
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lifetime.LocalPlayerFirstEntry.BindPublication(publication);
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Assert.Equal(RuntimeLocalPlayerFirstEntryStatus.AwaitingActivation,
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lifetime.LocalPlayerFirstEntry.Advance(
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record,
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lease.Token,
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PlayerMovementConstructionOptions.Fallback,
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new RuntimeLocalPlayerPhysicsActivationPreparation(
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0.48f, 1.835f, RuntimeLocalPlayerShadowDisposition.ProvenShapeless),
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collisionSource,
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gameTime: 10d,
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NoContact,
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out _));
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}
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finally
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{
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// F2 disposal-ordering constraint: Lifetime's own Dispose runs
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// BeginSessionClear -> LocalPlayerFirstEntry.DiscardAll, which
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// needs Publication still alive.
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lifetime.Dispose();
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movement.Dispose();
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identity.Dispose();
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}
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}
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[Fact]
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public void BindPublicationTwiceThrows()
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{
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using var fixture = new Fixture(residentWorld: false);
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Assert.Throws<InvalidOperationException>(
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() => fixture.Conductor.BindPublication(fixture.Publication));
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}
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// ---------------------------------------------------------------
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// Retry idempotency
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// ---------------------------------------------------------------
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[Fact]
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public void RetryAtMoverPreparationNeverCreatesAPublicationCandidate()
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{
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using var fixture = new Fixture(residentWorld: true, setupTableId: SetupId);
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fixture.CollisionSource.Status = PreparedAssetReadStatus.Missing;
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for (int i = 0; i < 3; i++)
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{
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Assert.Equal(
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RuntimeLocalPlayerFirstEntryStatus.AwaitingCollisionSource,
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fixture.Advance(out _));
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Assert.Equal(0, fixture.Publication.CaptureOwnership().CandidateCount);
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Assert.Null(fixture.Record.PhysicsBody);
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Assert.Null(fixture.Movement.Controller);
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}
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}
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[Fact]
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public void RetryAtAwaitingActivationNeverRecommitsPublicationOrDuplicatesTheBody()
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{
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using var fixture = new Fixture(residentWorld: false);
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PhysicsBody? body = null;
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for (int i = 0; i < 3; i++)
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{
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Assert.Equal(
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RuntimeLocalPlayerFirstEntryStatus.AwaitingActivation,
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fixture.Advance(out _));
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Assert.Equal(0, fixture.Publication.CaptureOwnership().CandidateCount);
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Assert.Equal(1, fixture.Publication.CaptureOwnership().PendingActivationCount);
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body ??= fixture.Record.PhysicsBody;
|
|
Assert.Same(body, fixture.Record.PhysicsBody);
|
|
Assert.Same(fixture.Movement.Controller, fixture.Movement.Controller);
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------------
|
|
// Abandonment + converged ledgers
|
|
// ---------------------------------------------------------------
|
|
|
|
[Fact]
|
|
public void DeleteMidFlightDuringActivationAbandonsWithoutShadowOrPlaceAndConverges()
|
|
{
|
|
// Mirrors the publication suite's own
|
|
// CollisionCallbackDeleteRetiresPrephaseWithoutShadowOrPlace: the
|
|
// delete lands DURING the same Advance call (from inside
|
|
// CommitActivation's collision dispatch), not across a retry
|
|
// boundary — the only place a genuine mid-flight abandonment (as
|
|
// opposed to a stale-lease retry) can be exercised for this fused
|
|
// Prepare->Commit->Evaluate->CommitActivation sequence.
|
|
using var fixture = new Fixture(residentWorld: true);
|
|
bool deleted = false;
|
|
var placements = new List<RuntimePlacementDelta>();
|
|
using IDisposable placementSubscription = fixture.Lifetime.Events
|
|
.SubscribePlacement(new PlacementObserver(d => placements.Add(d)));
|
|
fixture.Lifetime.Physics.Engine.TransitionCellCollisionTestHook =
|
|
(transition, phase, _, observed) =>
|
|
{
|
|
if (deleted || phase is not TransitionCellCollisionPhase.Environment)
|
|
return observed;
|
|
deleted = true;
|
|
DeleteEntity(fixture);
|
|
return observed;
|
|
};
|
|
|
|
RuntimeLocalPlayerFirstEntryStatus status = fixture.Advance(out _);
|
|
|
|
Assert.True(deleted);
|
|
Assert.Equal(RuntimeLocalPlayerFirstEntryStatus.RejectedAuthority, status);
|
|
Assert.DoesNotContain(placements,
|
|
d => d.Placement.Kind is RuntimePlacementProjectionKind.Place);
|
|
Assert.Equal(0, fixture.Conductor.CaptureOwnership().ActiveCount);
|
|
Assert.Equal(0, fixture.Publication.CaptureOwnership().CandidateCount);
|
|
Assert.Equal(0, fixture.Publication.CaptureOwnership().PendingActivationCount);
|
|
Assert.Null(fixture.Movement.Controller);
|
|
}
|
|
|
|
[Fact]
|
|
public void DeleteWhileAwaitingActivationConvergesAutomaticallyThroughTheRetirementFanOut()
|
|
{
|
|
// RuntimeEntityRecord.Key is computed from LocalEntityId and goes
|
|
// null the instant ReleaseLocalId runs (part of delete's teardown,
|
|
// RuntimeEntityObjectLifetime.CompleteProjectionRetirement) — so a
|
|
// SUBSEQUENT Advance call can never recompute the dictionary key to
|
|
// reach its own stale progress (RejectedToken, mirroring the
|
|
// executor's own convention for "nothing addressable here" — same
|
|
// as calling Execute with a record whose Key just went null). F2:
|
|
// this no longer matters for cleanup, because TryAcceptDelete's own
|
|
// ForgetInitialCreateResidence call fires the residence's multicast
|
|
// retirement notification SYNCHRONOUSLY, DURING delete itself —
|
|
// RuntimeEntityObjectLifetime binds this class's Forget into that
|
|
// SAME fan-out (alongside the executor's DiscardProgress), using the
|
|
// exact key the notification carries, never one re-derived from
|
|
// record.Key. Convergence is therefore already complete by the time
|
|
// delete returns, with no separate host Forget call needed.
|
|
using var fixture = new Fixture(residentWorld: false);
|
|
Assert.Equal(RuntimeLocalPlayerFirstEntryStatus.AwaitingActivation,
|
|
fixture.Advance(out _));
|
|
Assert.Equal(1, fixture.Publication.CaptureOwnership().PendingActivationCount);
|
|
|
|
DeleteEntity(fixture);
|
|
Assert.Null(fixture.Record.Key);
|
|
|
|
Assert.Equal(0, fixture.Conductor.CaptureOwnership().ActiveCount);
|
|
Assert.Equal(0, fixture.Publication.CaptureOwnership().PendingActivationCount);
|
|
Assert.Null(fixture.Movement.Controller);
|
|
|
|
// Retrying Advance afterward is a safe, distinct no-op.
|
|
Assert.Equal(RuntimeLocalPlayerFirstEntryStatus.RejectedToken,
|
|
fixture.Advance(out _));
|
|
}
|
|
|
|
[Fact]
|
|
public void MovementResetSessionMidFlightConvergesOwnershipThroughOrdinaryAdvance()
|
|
{
|
|
// Unlike delete, ResetSession does not touch RuntimeEntityRecord.Key
|
|
// at all — it only clears RuntimeLocalPlayerPhysicsPublicationState's
|
|
// own candidate/activation directly. So a plain retry of Advance (no
|
|
// captured-key Forget needed) reaches EvaluateActivation, which
|
|
// reports RejectedToken because _activation is now null outright
|
|
// (its own "nothing here" status, not "found but stale") — and this
|
|
// class's Discard(key) still runs on that path, converging ownership
|
|
// through ordinary retry alone.
|
|
using var fixture = new Fixture(residentWorld: false);
|
|
Assert.Equal(RuntimeLocalPlayerFirstEntryStatus.AwaitingActivation,
|
|
fixture.Advance(out _));
|
|
|
|
fixture.Movement.ResetSession();
|
|
|
|
Assert.Equal(RuntimeLocalPlayerFirstEntryStatus.RejectedToken,
|
|
fixture.Advance(out _));
|
|
Assert.Equal(0, fixture.Conductor.CaptureOwnership().ActiveCount);
|
|
Assert.Equal(0, fixture.Publication.CaptureOwnership().PendingActivationCount);
|
|
}
|
|
|
|
// ---------------------------------------------------------------
|
|
// GUID / LeaseId staleness
|
|
// ---------------------------------------------------------------
|
|
|
|
[Fact]
|
|
public void DeleteAndSameGuidReincarnationAutomaticallyFreesThePublicationSlotForTheFreshIncarnation()
|
|
{
|
|
// Delete releases the old LocalEntityId (ReleaseLocalId), so a
|
|
// reincarnation's RuntimeEntityKey structurally differs from the
|
|
// deleted one — the orphaned incarnation-1 progress entry can never
|
|
// collide with the fresh incarnation-2 dictionary slot. Separately,
|
|
// RuntimeLocalPlayerPhysicsPublicationState holds exactly ONE
|
|
// dormant candidate/activation globally (there is only ever one
|
|
// local player), so the fresh incarnation's own Prepare would be
|
|
// structurally rejected (CanPrepare requires the slot empty) for as
|
|
// long as the orphaned incarnation-1 activation still occupied it.
|
|
// F2: TryAcceptDelete's own ForgetInitialCreateResidence call fires
|
|
// the residence's multicast retirement notification synchronously,
|
|
// DURING delete — RuntimeEntityObjectLifetime binds this class's
|
|
// Forget into that SAME fan-out, so the stale activation is already
|
|
// discarded by the time delete returns. No separate host Forget is
|
|
// needed for the fresh incarnation to proceed immediately.
|
|
using var fixture = new Fixture(residentWorld: false);
|
|
Assert.Equal(RuntimeLocalPlayerFirstEntryStatus.AwaitingActivation,
|
|
fixture.Advance(out _));
|
|
RuntimeEntityKey staleKey = fixture.Record.Key!.Value;
|
|
Assert.Equal(1, fixture.Conductor.CaptureOwnership().ActiveCount);
|
|
Assert.Equal(1, fixture.Publication.CaptureOwnership().PendingActivationCount);
|
|
|
|
uint guid = fixture.Record.ServerGuid;
|
|
DeleteEntity(fixture);
|
|
Assert.Equal(0, fixture.Conductor.CaptureOwnership().ActiveCount);
|
|
Assert.Equal(0, fixture.Publication.CaptureOwnership().PendingActivationCount);
|
|
RuntimeEntityRecord reincarnated = fixture.Lifetime
|
|
.RegisterEntityWithInitialResidence(
|
|
Spawn(guid, incarnation: 2),
|
|
isLocalPlayer: true)
|
|
.Canonical!;
|
|
// ReleaseLocalId (part of delete's teardown) returns the old
|
|
// LocalEntityId to the free pool rather than pinning it per GUID, so
|
|
// the reincarnation's key differs in BOTH fields, not just
|
|
// Incarnation — either way it is a different _progress dictionary
|
|
// key than the deleted incarnation's.
|
|
Assert.NotEqual(staleKey, reincarnated.Key!.Value);
|
|
fixture.Identity.ServerGuid = reincarnated.ServerGuid;
|
|
Assert.True(fixture.Lifetime.TryGetInitialCreateResidence(
|
|
reincarnated,
|
|
out RuntimeInitialCreateResidenceLease freshLease));
|
|
fixture.Record = reincarnated;
|
|
fixture.Lease = freshLease;
|
|
|
|
// The fresh incarnation's own publication Prepare succeeds
|
|
// immediately — the one global slot was already freed by delete's
|
|
// automatic convergence above, with no explicit Forget call in
|
|
// between. The fixture's non-resident world defers the fresh
|
|
// incarnation's own activation once — wake it the same way the
|
|
// AwaitingActivation retry test does.
|
|
Assert.Equal(RuntimeLocalPlayerFirstEntryStatus.AwaitingActivation,
|
|
fixture.Advance(out _));
|
|
const ulong generation = 1UL;
|
|
fixture.Lifetime.Physics.SetPosition.BeginCollisionGeneration(
|
|
Cell & 0xFFFF0000u, generation);
|
|
fixture.Lifetime.Physics.Engine.AddLandblock(
|
|
Cell & 0xFFFF0000u,
|
|
new TerrainSurface(new byte[81], new float[256]),
|
|
Array.Empty<CellSurface>(),
|
|
Array.Empty<PortalPlane>(),
|
|
worldOffsetX: 0f,
|
|
worldOffsetY: 0f);
|
|
fixture.Lifetime.Physics.SetPosition.CommitCollisionGeneration(
|
|
Cell & 0xFFFF0000u, generation, ready: true);
|
|
|
|
RuntimeLocalPlayerFirstEntryStatus status = fixture.Advance(
|
|
out RuntimeInitialCreateExecutionReceipt receipt);
|
|
Assert.Equal(RuntimeLocalPlayerFirstEntryStatus.Completed, status);
|
|
Assert.Equal(Cell, receipt.FullCellId);
|
|
Assert.Same(reincarnated, fixture.Record);
|
|
Assert.Equal(reincarnated.Key!.Value.LocalEntityId,
|
|
fixture.Movement.Controller!.LocalEntityId);
|
|
Assert.Same(reincarnated.PhysicsBody, fixture.Movement.Controller.PhysicsBody);
|
|
Assert.Equal(0, fixture.Conductor.CaptureOwnership().ActiveCount);
|
|
}
|
|
|
|
// ---------------------------------------------------------------
|
|
// Helpers
|
|
// ---------------------------------------------------------------
|
|
|
|
private static (RuntimeEntityRecord Record, RuntimePlacementProjectionToken Token)
|
|
BeginPendingOrdinaryPlacement(Fixture fixture, uint guid)
|
|
{
|
|
RuntimeEntityRecord record = fixture.Lifetime.RegisterEntity(
|
|
Spawn(guid, incarnation: 1, includePosition: true)).Canonical!;
|
|
var body = new PhysicsBody
|
|
{
|
|
Position = new Vector3(50f, 50f, 3f),
|
|
Orientation = Quaternion.Identity,
|
|
State = record.FinalPhysicsState,
|
|
};
|
|
body.SnapToCell(Cell, body.Position, body.Position);
|
|
fixture.Lifetime.Entities.SetPhysicsBody(record, body);
|
|
RuntimeEntityPlacementToken placement = fixture.Lifetime.Physics
|
|
.SetPosition.BeginAuthoredPlacement(
|
|
record,
|
|
record.PositionAuthorityVersion,
|
|
RuntimeSetPositionOperationKind.RemoteAuthoritative);
|
|
Assert.True(placement.IsValid);
|
|
var preparation = new RuntimeSetPositionMoverPreparation(
|
|
RuntimeSetPositionMoverSetup.ResolvedAbsent,
|
|
RuntimeSetPositionOperationKind.RemoteAuthoritative,
|
|
GameTime: 1d,
|
|
PhysicsPlacementClass.Ordinary,
|
|
PhysicsSetPositionFlags.Placement | PhysicsSetPositionFlags.Slide);
|
|
Assert.Equal(RuntimeSetPositionMoverPreparationStatus.Prepared,
|
|
fixture.Lifetime.Physics.SetPosition.PrepareMover(
|
|
placement, preparation, out RuntimeSetPositionCommand command));
|
|
RuntimeSetPositionOutcome outcome = fixture.Lifetime.Physics.SetPosition
|
|
.SubmitPreparedPlacement(placement, command);
|
|
Assert.Equal(RuntimeSetPositionStatus.CommittedHostAcknowledgementPending,
|
|
outcome.Status);
|
|
return (record, outcome.Projection);
|
|
}
|
|
|
|
private static void CompleteOrdinaryPlacement(
|
|
Fixture fixture,
|
|
in RuntimeEntityPlacementToken placement,
|
|
in RuntimeAuthoritativePositionRoute route)
|
|
{
|
|
var preparation = new RuntimeSetPositionMoverPreparation(
|
|
RuntimeSetPositionMoverSetup.ResolvedAbsent,
|
|
route.OperationKind,
|
|
GameTime: 1d,
|
|
PhysicsPlacementClass.Ordinary,
|
|
route.SetPositionFlags);
|
|
Assert.Equal(RuntimeSetPositionMoverPreparationStatus.Prepared,
|
|
fixture.Lifetime.Physics.SetPosition.PrepareMover(
|
|
placement, preparation, out RuntimeSetPositionCommand command));
|
|
RuntimeSetPositionOutcome outcome = fixture.Lifetime.Physics.SetPosition
|
|
.SubmitPreparedPlacement(placement, command);
|
|
Assert.Equal(RuntimeSetPositionStatus.CommittedHostAcknowledgementPending,
|
|
outcome.Status);
|
|
Assert.True(fixture.Lifetime.Physics.SetPosition
|
|
.AcknowledgeProjection(outcome.Projection));
|
|
}
|
|
|
|
private static void DeleteEntity(Fixture fixture)
|
|
{
|
|
Assert.True(fixture.Lifetime.TryAcceptDelete(
|
|
new DeleteObject.Parsed(fixture.Record.ServerGuid, fixture.Record.Incarnation),
|
|
isLocalPlayer: false,
|
|
removeRetainedObject: false,
|
|
out RuntimeEntityDeleteAcceptance acceptance));
|
|
fixture.Lifetime.CompleteAcceptedDelete(acceptance);
|
|
Assert.Null(fixture.Lifetime.RetireCanonicalOnly(fixture.Record));
|
|
}
|
|
|
|
private static WorldSession.EntitySpawn Spawn(
|
|
uint guid,
|
|
ushort incarnation,
|
|
bool includePosition = true,
|
|
uint setupTableId = 0u)
|
|
{
|
|
CreateObject.ServerPosition? position = includePosition
|
|
? new CreateObject.ServerPosition(Cell, 1f, 2f, 3f, 1f, 0f, 0f, 0f)
|
|
: null;
|
|
var timestamps = new PhysicsTimestamps(
|
|
Position: 1,
|
|
Movement: 1,
|
|
State: 1,
|
|
Vector: 1,
|
|
Teleport: 0,
|
|
ServerControlledMove: 1,
|
|
ForcePosition: 0,
|
|
ObjDesc: 1,
|
|
Instance: incarnation);
|
|
var physics = new PhysicsSpawnData(
|
|
RawState: (uint)(PhysicsStateFlags.Gravity
|
|
| PhysicsStateFlags.ReportCollisions),
|
|
Position: position,
|
|
Movement: null,
|
|
AnimationFrame: null,
|
|
SetupTableId: setupTableId == 0u ? null : setupTableId,
|
|
MotionTableId: 0x09000001u,
|
|
SoundTableId: null,
|
|
PhysicsScriptTableId: null,
|
|
Parent: null,
|
|
Children: null,
|
|
Scale: 1f,
|
|
Friction: null,
|
|
Elasticity: null,
|
|
Translucency: null,
|
|
Velocity: null,
|
|
Acceleration: null,
|
|
AngularVelocity: null,
|
|
DefaultScriptType: null,
|
|
DefaultScriptIntensity: null,
|
|
Timestamps: timestamps);
|
|
return new WorldSession.EntitySpawn(
|
|
Guid: guid,
|
|
Position: position,
|
|
SetupTableId: setupTableId == 0u ? null : setupTableId,
|
|
AnimPartChanges: Array.Empty<CreateObject.AnimPartChange>(),
|
|
TextureChanges: Array.Empty<CreateObject.TextureChange>(),
|
|
SubPalettes: Array.Empty<CreateObject.SubPaletteSwap>(),
|
|
BasePaletteId: null,
|
|
ObjScale: 1f,
|
|
Name: "first-entry-fixture",
|
|
ItemType: null,
|
|
MotionState: null,
|
|
MotionTableId: 0x09000001u,
|
|
PhysicsState: physics.RawState,
|
|
ObjectDescriptionFlags: 0x8u,
|
|
Friction: null,
|
|
Elasticity: null,
|
|
InstanceSequence: incarnation,
|
|
MovementSequence: 1,
|
|
ServerControlSequence: 1,
|
|
PositionSequence: 1,
|
|
Physics: physics);
|
|
}
|
|
|
|
private sealed class PlacementObserver(Action<RuntimePlacementDelta> onPlacement)
|
|
: IRuntimePlacementObserver
|
|
{
|
|
public void OnPlacement(in RuntimePlacementDelta delta) => onPlacement(delta);
|
|
}
|
|
|
|
private sealed class FakeCollisionSource(
|
|
uint expectedSetupTableId,
|
|
FlatSetupCollision setup) : IPreparedCollisionSource
|
|
{
|
|
internal int ReadCount { get; private set; }
|
|
internal PreparedAssetReadStatus Status { get; set; } =
|
|
PreparedAssetReadStatus.Loaded;
|
|
|
|
public PreparedAssetPresence ProbeCollision(
|
|
PakAssetType type, uint sourceFileId) =>
|
|
PreparedAssetPresence.Available;
|
|
|
|
public PreparedCollisionReadResult<FlatSetupCollision> ReadSetupCollision(
|
|
uint sourceFileId,
|
|
CancellationToken cancellationToken = default)
|
|
{
|
|
ReadCount++;
|
|
Assert.Equal(expectedSetupTableId, sourceFileId);
|
|
return Status switch
|
|
{
|
|
PreparedAssetReadStatus.Loaded =>
|
|
PreparedCollisionReadResult<FlatSetupCollision>.Loaded(setup),
|
|
PreparedAssetReadStatus.Corrupt =>
|
|
PreparedCollisionReadResult<FlatSetupCollision>.Corrupt,
|
|
_ => PreparedCollisionReadResult<FlatSetupCollision>.Missing,
|
|
};
|
|
}
|
|
|
|
public PreparedCollisionReadResult<FlatGfxObjCollisionAsset>
|
|
ReadGfxObjCollision(
|
|
uint sourceFileId,
|
|
CancellationToken cancellationToken = default) =>
|
|
throw new NotSupportedException(
|
|
"Only ReadSetupCollision is exercised by these tests.");
|
|
|
|
public PreparedCollisionReadResult<FlatCellStructureCollisionAsset>
|
|
ReadCellStructureCollision(
|
|
uint sourceFileId,
|
|
CancellationToken cancellationToken = default) =>
|
|
throw new NotSupportedException(
|
|
"Only ReadSetupCollision is exercised by these tests.");
|
|
|
|
public PreparedCollisionReadResult<FlatEnvCellTopology>
|
|
ReadEnvCellTopology(
|
|
uint sourceFileId,
|
|
CancellationToken cancellationToken = default) =>
|
|
throw new NotSupportedException(
|
|
"Only ReadSetupCollision is exercised by these tests.");
|
|
|
|
public PreparedCollisionSourceStats CollisionStats => default;
|
|
|
|
public void Dispose()
|
|
{
|
|
}
|
|
}
|
|
|
|
private sealed class Fixture : IDisposable
|
|
{
|
|
internal Fixture(bool residentWorld, uint setupTableId = 0u)
|
|
{
|
|
if (residentWorld)
|
|
{
|
|
var engine = new PhysicsEngine { DataCache = new PhysicsDataCache() };
|
|
engine.AddLandblock(
|
|
Cell & 0xFFFF0000u,
|
|
new TerrainSurface(new byte[81], new float[256]),
|
|
Array.Empty<CellSurface>(),
|
|
Array.Empty<PortalPlane>(),
|
|
worldOffsetX: 0f,
|
|
worldOffsetY: 0f);
|
|
Lifetime = new RuntimeEntityObjectLifetime(engine);
|
|
}
|
|
else
|
|
{
|
|
Lifetime = new RuntimeEntityObjectLifetime();
|
|
}
|
|
var generation = new RuntimeGenerationToken(1UL);
|
|
Lifetime.BindEventContext(() => generation, static () => 1UL);
|
|
|
|
Movement = new RuntimeLocalPlayerMovementState();
|
|
Identity = new RuntimeLocalPlayerIdentityState();
|
|
Publication = new RuntimeLocalPlayerPhysicsPublicationState(
|
|
Lifetime.Entities, Lifetime.Physics, Movement, Identity);
|
|
Movement.AttachPhysicsPublication(Publication);
|
|
// F2: use the SAME conductor instance RuntimeEntityObjectLifetime
|
|
// itself constructs and wires into the residence's multicast
|
|
// retirement fan-out and BeginSessionClear — not a separate,
|
|
// standalone instance — so these tests exercise the real
|
|
// production wiring (automatic convergence on delete/reset/
|
|
// session-clear), not a parallel copy of it.
|
|
Conductor = Lifetime.LocalPlayerFirstEntry;
|
|
Conductor.BindPublication(Publication);
|
|
|
|
Record = Lifetime.RegisterEntityWithInitialResidence(
|
|
Spawn(0x70090001u, incarnation: 1, setupTableId: setupTableId),
|
|
isLocalPlayer: true).Canonical!;
|
|
Identity.ServerGuid = Record.ServerGuid;
|
|
Assert.True(Lifetime.TryGetInitialCreateResidence(
|
|
Record, out RuntimeInitialCreateResidenceLease lease));
|
|
Lease = lease;
|
|
|
|
CollisionSource = new FakeCollisionSource(
|
|
setupTableId,
|
|
new FlatSetupCollision(
|
|
ImmutableArray<FlatCollisionCylinder>.Empty,
|
|
[new FlatCollisionSphere(Vector3.Zero, 0.48f)],
|
|
height: 0f,
|
|
radius: 0f,
|
|
stepUpHeight: 0.4f,
|
|
stepDownHeight: 0.4f));
|
|
}
|
|
|
|
internal RuntimeEntityObjectLifetime Lifetime { get; }
|
|
internal RuntimeLocalPlayerMovementState Movement { get; }
|
|
internal RuntimeLocalPlayerIdentityState Identity { get; }
|
|
internal RuntimeLocalPlayerPhysicsPublicationState Publication { get; }
|
|
internal RuntimeLocalPlayerFirstEntryState Conductor { get; }
|
|
internal RuntimeEntityRecord Record { get; set; }
|
|
internal RuntimeInitialCreateResidenceLease Lease { get; set; }
|
|
internal FakeCollisionSource CollisionSource { get; }
|
|
|
|
internal RuntimeLocalPlayerFirstEntryStatus Advance(
|
|
out RuntimeInitialCreateExecutionReceipt receipt) =>
|
|
Conductor.Advance(
|
|
Record,
|
|
Lease.Token,
|
|
PlayerMovementConstructionOptions.Fallback,
|
|
new RuntimeLocalPlayerPhysicsActivationPreparation(
|
|
Radius: 0.48f,
|
|
Height: 1.835f,
|
|
RuntimeLocalPlayerShadowDisposition.ProvenShapeless),
|
|
CollisionSource,
|
|
gameTime: 10d,
|
|
NoContact,
|
|
out receipt);
|
|
|
|
public void Dispose()
|
|
{
|
|
// F2: RuntimeEntityObjectLifetime's own Dispose runs
|
|
// BeginSessionClear, which now reaches
|
|
// LocalPlayerFirstEntry.DiscardAll() -> Publication.Discard for
|
|
// any still-tracked entity — Publication must still be alive for
|
|
// that. Lifetime must therefore be disposed BEFORE Movement
|
|
// (whose Dispose tears down Publication), never after.
|
|
Lifetime.Dispose();
|
|
Movement.Dispose();
|
|
Identity.Dispose();
|
|
}
|
|
}
|
|
}
|