Campaign P remaining-physics-divergence, placement cutover slice C3c
(docs/plans/2026-08-02-placement-cutover.md). Both production hosts now
register every initial Create through the residence + continuation-
executor + first-entry-conductor machinery (C0-C3b):
- Graphical (route 1): RegisterEntityWithInitialResidence at Create; the
shared RuntimeFirstEntryDriveController pumps both conductors from the
placement-receipt flow; MaterializeProjection and RebucketLiveEntity
are presentation-only while a residence is ACTIVE (ExecutorCompleted is
the presentation-binding receipt); post-residence entities take the
full legacy path including the prepare_to_enter_world clock edges.
PlayerModeController attaches presentation to the Runtime-published
controller; its legacy resolve/step-heights/host-construction path is
deleted; presentation-only rollback (retail has no entry-flow rollback).
- Headless (route 8): OnSpawned registers with residence when a drive
exists; content-less sessions keep the pre-flip direct registration;
SynchronizeLocalPlayer/CreateController/ApplySetupStepHeights deleted;
prepared-collision read failure is a typed AwaitingCollisionSource
retry; far remotes outside the service window complete celless.
- RuntimeLocalPlayerMovementState.Controller setter sealed internal; all
controller mutation flows through the publication lifecycle.
Fix slices landed within this cutover, each dual-gated:
- F1: live movement-stat/server-physics application routed through the
Runtime ownership seam (post-logout ingest crash on the retired
controller eliminated; RuntimeMovementSkillProjection deleted).
- F2: login activation wedge - collision-admission prefix gate factored
out of the seal (reentrant-commit RejectedAuthority), rearm generation
identity corrected, PlayerModeAutoEntry requires the Runtime-published
controller (world reveal can no longer seal unmaterialized).
- F3: landblock-prefix 0-sentinel replaced by explicit absent-id guards;
map-corner landblocks (grid row/col 0) fully legal through admission,
park/rearm/retire, quiescence, and outdoor shadow seeds.
- F5: local-player first-entry ground contact seeded by the shared
SpawnPlacementSettler (moved App->Core) at FinalizeActivation - the
retail first-gravity-frame touch (enter_world 0x00516170 carries no
seed); the legacy unconditional force-seed is overwritten by a real
floor-found contact; airborne spawns stay airborne; outbound contact
bit verified end-to-end. Fixes the standing-cast 'You can't do that
while in the air!' rejections.
- R1 (dual-review round): login constraint leash armed at the committed
placement (HandleReceivedPosition 0x00453FD0 analog); register rows
AD-61 (settle-timing compression now covering the local player) and
AD-42 (repointed off the deleted resolve split) in this commit;
residence-conversion owner API; wire-landblock guards; drive-pending
ledger in IsConverged; route attach/detach latch; executor-drain drift
model documented + source-pinned.
Gates: Runtime 1,003, App 4,039/3 skips, Headless 79, complete solution
10,816/0 failed/4 skips (Release, -m:1); connected lifecycle/reconnect
gate PASS (logs/connected-world-gate-20260802-175401; graceful exits,
world-visible, zero airborne rejections). The nine-stop soak remains red
for the pre-existing 6b28ff99 whole-world collision-clone throughput
regression (attributed with evidence; scheduled as its own slice before
C5). Dual Opus reviews (retail-conformance + adversarial): delta PASS.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
258 lines
10 KiB
C#
258 lines
10 KiB
C#
using AcDream.App.Streaming;
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using AcDream.App.World;
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using AcDream.Core.Physics;
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using AcDream.Runtime.Entities;
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namespace AcDream.App.Tests;
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/// <summary>
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/// Explicit isolated lifetime-group seam for App projection tests. Production
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/// composition supplies its session-owned group from GameWindow; focused tests
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/// use a fresh group per runtime so identity never leaks between fixtures.
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/// </summary>
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internal static class LiveEntityRuntimeFixture
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{
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/// <summary>
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/// C3c: initial-Create registration now begins the canonical residence
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/// lease, whose admission requires a live session generation. Focused
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/// App fixtures bind a fixed non-zero token exactly like the Runtime
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/// conductor fixtures do.
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/// </summary>
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private static RuntimeEntityObjectLifetime WithGeneration(
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RuntimeEntityObjectLifetime lifetime)
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{
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lifetime.BindEventContext(
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static () => new AcDream.Runtime.RuntimeGenerationToken(1UL),
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static () => 1UL);
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return lifetime;
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}
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public static LiveEntityRuntime Create(
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GpuWorldState spatial,
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ILiveEntityResourceLifecycle resources,
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uint firstLocalEntityId = RuntimeEntityDirectory.FirstLocalEntityId)
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{
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var lifetime = WithGeneration(
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new RuntimeEntityObjectLifetime(firstLocalEntityId));
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return new LiveEntityRuntime(spatial, resources, lifetime);
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}
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/// <summary>
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/// C3c: a runtime whose initial-create residences can actually be driven
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/// to completion — collision generation committed for
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/// <paramref name="landblockId"/>, the production
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/// <see cref="AcDream.Runtime.Session.RuntimeFirstEntryDriveController"/>
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/// constructed against the lifetime, and an acknowledge-only placement
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/// subscription mirroring the host rules (Discard/ExecutorCompleted
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/// acknowledged; Place/Withdraw left at the head for the conductors).
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/// Tests exercising post-residence legacy update paths register, then
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/// call <see cref="DrivenLiveEntityRuntime.Pump"/> to complete the
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/// conductors exactly like the composed host's Create-transaction pump.
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/// </summary>
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internal sealed class DrivenLiveEntityRuntime
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{
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internal required LiveEntityRuntime Runtime { get; init; }
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internal required RuntimeEntityObjectLifetime Lifetime { get; init; }
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internal required AcDream.Runtime.Session.RuntimeFirstEntryDriveController
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FirstEntry { get; init; }
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internal required AcDream.Runtime.Physics
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.RuntimePlacementProjectionSubscription Subscription { get; init; }
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internal void Pump() => FirstEntry.DriveAll();
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}
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public static DrivenLiveEntityRuntime CreateDriven(
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GpuWorldState spatial,
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ILiveEntityResourceLifecycle resources,
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uint landblockId = 0x01010000u)
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{
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var lifetime = WithGeneration(new RuntimeEntityObjectLifetime());
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lifetime.Physics.SetPosition.BeginCollisionGeneration(
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landblockId & 0xFFFF0000u, 1UL);
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lifetime.Physics.Engine.AddLandblock(
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landblockId & 0xFFFF0000u,
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new AcDream.Core.Physics.TerrainSurface(
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new byte[81], new float[256]),
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Array.Empty<AcDream.Core.Physics.CellSurface>(),
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Array.Empty<AcDream.Core.Physics.PortalPlane>(),
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worldOffsetX: 0f,
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worldOffsetY: 0f);
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lifetime.Physics.SetPosition.CommitCollisionGeneration(
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landblockId & 0xFFFF0000u, 1UL, ready: true);
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var runtime = new LiveEntityRuntime(spatial, resources, lifetime);
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var movement = new AcDream.Runtime.Gameplay
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.RuntimeLocalPlayerMovementState();
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var identity = new AcDream.Runtime.Gameplay
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.RuntimeLocalPlayerIdentityState();
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var publication = new AcDream.Runtime.Gameplay
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.RuntimeLocalPlayerPhysicsPublicationState(
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lifetime.Entities,
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lifetime.Physics,
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movement,
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identity);
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movement.AttachPhysicsPublication(publication);
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lifetime.LocalPlayerFirstEntry.BindPublication(publication);
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var firstEntry = new AcDream.Runtime.Session
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.RuntimeFirstEntryDriveController(
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lifetime,
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new AcDream.Runtime.GameRuntimeClock(),
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new SphereCollisionSource(),
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static () => AcDream.Runtime.Gameplay
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.PlayerMovementConstructionOptions.Fallback,
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static _ => new AcDream.Runtime.Gameplay
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.RuntimeLocalPlayerPhysicsActivationPreparation(
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0.48f,
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1.835f,
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AcDream.Runtime.Gameplay
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.RuntimeLocalPlayerShadowDisposition
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.ProvenShapeless));
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var subscription = new AcDream.Runtime.Physics
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.RuntimePlacementProjectionSubscription(
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lifetime.Placements,
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static () => new AcDream.Runtime.RuntimeGenerationToken(1UL),
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new AckOnlyPlacementSink(runtime));
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return new DrivenLiveEntityRuntime
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{
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Runtime = runtime,
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Lifetime = lifetime,
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FirstEntry = firstEntry,
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Subscription = subscription,
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};
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}
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private sealed class AckOnlyPlacementSink(LiveEntityRuntime runtime)
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: AcDream.Runtime.Physics.IRuntimePlacementProjectionSink
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{
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public bool TryApply(
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in AcDream.Runtime.Physics.RuntimePlacementProjectionSnapshot
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projection)
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{
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if (projection.Kind is AcDream.Runtime.Physics
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.RuntimePlacementProjectionKind.Discard)
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{
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return true;
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}
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if (projection.Kind is AcDream.Runtime.Physics
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.RuntimePlacementProjectionKind.ExecutorCompleted)
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{
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return projection.Token.ExactCellId == 0u
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|| runtime.TryApplyInitialCreateCompletionPresentation(
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in projection);
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}
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return !runtime.HasActiveInitialCreateResidence(
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projection.Token.Entity)
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&& runtime.TryApplyRuntimePlacementProjection(in projection);
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}
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}
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private sealed class SphereCollisionSource
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: AcDream.Content.IPreparedCollisionSource
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{
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public AcDream.Content.PreparedAssetPresence ProbeCollision(
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AcDream.Content.Pak.PakAssetType type,
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uint sourceFileId) =>
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AcDream.Content.PreparedAssetPresence.Available;
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public AcDream.Content.PreparedCollisionReadResult<
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AcDream.Core.Physics.FlatSetupCollision> ReadSetupCollision(
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uint sourceFileId,
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CancellationToken cancellationToken = default) =>
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AcDream.Content.PreparedCollisionReadResult<
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AcDream.Core.Physics.FlatSetupCollision>.Loaded(
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new AcDream.Core.Physics.FlatSetupCollision(
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System.Collections.Immutable.ImmutableArray<
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AcDream.Core.Physics.FlatCollisionCylinder>.Empty,
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[new AcDream.Core.Physics.FlatCollisionSphere(
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System.Numerics.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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public AcDream.Content.PreparedCollisionReadResult<
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AcDream.Core.Physics.FlatGfxObjCollisionAsset>
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ReadGfxObjCollision(
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uint sourceFileId,
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CancellationToken cancellationToken = default) =>
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throw new NotSupportedException();
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public AcDream.Content.PreparedCollisionReadResult<
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AcDream.Core.Physics.FlatCellStructureCollisionAsset>
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ReadCellStructureCollision(
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uint sourceFileId,
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CancellationToken cancellationToken = default) =>
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throw new NotSupportedException();
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public AcDream.Content.PreparedCollisionReadResult<
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AcDream.Core.Physics.FlatEnvCellTopology> ReadEnvCellTopology(
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uint sourceFileId,
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CancellationToken cancellationToken = default) =>
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throw new NotSupportedException();
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public AcDream.Content.PreparedCollisionSourceStats CollisionStats =>
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default;
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public void Dispose()
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{
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}
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}
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public static LiveEntityRuntime Create(
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GpuWorldState spatial,
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ILiveEntityResourceLifecycle resources,
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PhysicsEngine physicsEngine,
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uint firstLocalEntityId = RuntimeEntityDirectory.FirstLocalEntityId)
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{
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var lifetime = WithGeneration(new RuntimeEntityObjectLifetime(
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physicsEngine,
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firstLocalEntityId));
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return new LiveEntityRuntime(spatial, resources, lifetime);
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}
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public static LiveEntityRuntime Create(
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GpuWorldState spatial,
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ILiveEntityResourceLifecycle resources,
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Action<LiveEntityRecord> tearDownRuntimeComponents,
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uint firstLocalEntityId = RuntimeEntityDirectory.FirstLocalEntityId)
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{
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var lifetime = WithGeneration(
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new RuntimeEntityObjectLifetime(firstLocalEntityId));
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return new LiveEntityRuntime(
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spatial,
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resources,
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tearDownRuntimeComponents,
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lifetime);
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}
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public static LiveEntityRuntime Create(
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GpuWorldState spatial,
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ILiveEntityResourceLifecycle resources,
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ILiveEntityRuntimeComponentLifecycle runtimeComponentLifecycle,
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uint firstLocalEntityId = RuntimeEntityDirectory.FirstLocalEntityId)
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{
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var lifetime = WithGeneration(
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new RuntimeEntityObjectLifetime(firstLocalEntityId));
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return new LiveEntityRuntime(
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spatial,
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resources,
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runtimeComponentLifecycle,
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lifetime);
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}
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public static LiveEntityRuntime Create(
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GpuWorldState spatial,
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ILiveEntityResourceLifecycle resources,
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ILiveEntityRuntimeComponentLifecycle runtimeComponentLifecycle,
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PhysicsEngine physicsEngine,
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uint firstLocalEntityId = RuntimeEntityDirectory.FirstLocalEntityId)
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{
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var lifetime = WithGeneration(new RuntimeEntityObjectLifetime(
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physicsEngine,
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firstLocalEntityId));
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return new LiveEntityRuntime(
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spatial,
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resources,
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runtimeComponentLifecycle,
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lifetime);
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}
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}
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