acdream/src/AcDream.App/Composition
Erik bb7b899bfe fix(physics): TS-23 - plumb real PK/PKLite/Impenetrable mover flags
Campaign P Slice P3 item 3. The wire parse (CreateObject's
PublicWeenieDesc._bitfield), the decode (EntityCollisionFlagsExt.
FromPwdBitfield), the per-GUID storage (ClientObjectTable.
PublicWeenieBitfield), and the exemption logic (CollisionExemption.
ShouldSkip) all already existed and were already correct -- every
mover-flags call site just fed a GUID-prefix IsPlayer heuristic instead
of the real per-entity PK/PKLite/Impenetrable state (retail
OBJECTINFO::init 0x0050cf30 state |= 0x80/0x800/0x1000).

Port:
- EntityCollisionFlagsExt.ToMoverState translates the decoded PWD
  bit-space into the ObjectInfoState bit-space FindObjCollisions
  actually reads -- two different numberings that must not be
  confused. Deliberately does not translate IsPlayer (every call site
  already derives that correctly from its own GUID heuristic per
  #184 Slice 2b).
- EntityCollisionFlagsExt.ResolveMoverPvpState is the one shared
  ClientObjectTable-backed lookup (guid -> ObjectInfoState), replacing
  what would otherwise have been three separate inline copies across
  GameWindow/LivePresentationComposition/RemoteTeleportController.
- Threaded as a new optional moverPvpState parameter through
  RuntimeRemotePhysicsUpdater.Tick/TickHidden and
  RuntimeOrdinaryPhysicsUpdater.TryBegin (default None preserves every
  pre-P3 caller unchanged), and as PlayerMovementController.OwnPvpFlags
  for the local player's own two resolve call sites.
- TS-23 section 12b: PlayerWeenie.JumpStaminaCost's pk parameter now
  reads the real PlayerKillerStatus(0x86)/LastPkAttackTimestamp(0x91)
  pair against retail's 20-second recency window
  (pkStatus in {4, 0x40} && (timestamp + 20.0) >= now), replacing the
  P1 hardcoded false. RuntimeMovementSkillState/Snapshot and
  LiveSessionEventRouter.RecomputePvpStatus push both the PWD bitfield
  and the PlayerKillerStatus pair reactively, riding the SAME
  ClientObject event triggers RecomputeBurden already uses.
- A conformance test caught a genuine precision bug in the first
  PK-timer clock choice: DateTimeOffset.UtcNow's Unix-epoch seconds
  (~1.7 billion) loses ~128 seconds of precision in a 32-bit float,
  silently swallowing the entire 20-second window. Switched to
  Environment.TickCount64 (small, monotonic magnitude) -- also the more
  retail-plausible basis, since LastPkAttackTimestamp is itself a wire
  PropertyFloat and retail's Timer::cur_time is almost certainly a
  process/session-relative counter for the same precision reason, not
  an absolute epoch.

Non-PK invariant (the acceptance criterion): an entity with no
ClientObjectTable row, or a row whose PublicWeenieBitfield is null or
0, resolves to ObjectInfoState.None -- a no-op OR into moverFlags,
bit-identical to every pre-P3 caller's hardcoded value. A dedicated
test drives two real ClientObjectTable rows through
CollisionExemption.ShouldSkip and confirms PK-vs-PK collides while
PK-vs-non-PK and non-PK-vs-non-PK both stay exempt (walk through).

Register: TS-23 retired (both the collision-flags and PK-timer halves);
the stale "M2 combat must land TS-23" phase-gate note removed.

dotnet build + dotnet test (Core.Tests 4008/2 skip, Runtime.Tests
425/0, App.Tests 3968/3 skip, complete solution build) all green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 09:52:55 +02:00
..
AnimationHookRegistrationSet.cs refactor(app): compose live presentation startup 2026-07-22 17:55:15 +02:00
CompositionAcquisitionScope.cs feat(render): Campaign V slice V6h — the Vulkan composition host 2026-07-28 11:47:37 +02:00
ContentEffectsAudioComposition.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
FrameRootComposition.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
GameWindowCompositionPipeline.cs refactor(app): close ordered startup composition 2026-07-22 19:20:20 +02:00
GameWindowGraphics.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
GameWindowPlatformAcquisition.cs refactor(app): define ordered composition contract 2026-07-22 15:03:40 +02:00
HostInputCameraComposition.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
InteractionRetainedUiComposition.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
InteractionUiRuntimeSources.cs refactor(runtime): expose canonical gameplay state 2026-07-26 09:12:30 +02:00
LivePresentationComposition.cs fix(physics): TS-23 - plumb real PK/PKLite/Impenetrable mover flags 2026-07-30 09:52:55 +02:00
LivePresentationRuntimeBindings.cs refactor(app): key live projections by runtime identity 2026-07-25 21:50:58 +02:00
PreparedSetupResolver.cs perf(content): remove exception-driven setup probes 2026-07-24 15:12:21 +02:00
SessionPlayerComposition.cs feat(diag): #262 - wire the permanent [snap] login/teleport diagnostic (Campaign P P6) 2026-07-30 08:21:51 +02:00
SessionPlayerRuntimeBindings.cs refactor(app): compose session and player startup 2026-07-22 18:28:32 +02:00
SessionStartComposition.cs feat(runtime): define borrowed views commands and ordered events 2026-07-25 19:08:42 +02:00
SettingsDevToolsComposition.cs feat(render): Campaign V slice V11 commit 1 - delete ImGui, Studio, and the DevTools frontend 2026-07-28 23:56:04 +02:00
VulkanHostInputCameraCompositionFactory.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
WorldRenderComposition.cs feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00