Move the sole PhysicsEngine, production cache, collision admissions, canonical bodies and hosts, remote components, ordinary/remote worksets, simulation, cell commits, and shadow synchronization under RuntimeEntityObjectLifetime. Keep App as the prepared-asset, animation-input, and render-projection adapter while preserving the named-retail update and collision order. Add exact-incarnation, object-clock, callback-reentrancy, GUID-reuse, two-runtime isolation, source ownership, collision publication, and graphical projection coverage. Release build and the complete 8,588-test solution pass. Co-authored-by: Codex <noreply@openai.com>
42 lines
1 KiB
C#
42 lines
1 KiB
C#
using System.Numerics;
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using AcDream.Core.Physics;
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using AcDream.Core.Physics.Motion;
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namespace AcDream.Runtime.Physics;
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public interface IRuntimeRemoteMotion
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{
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PhysicsBody Body { get; }
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}
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public interface IRuntimePhysicsHostConsumer
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{
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void BindPhysicsHost(Func<IPhysicsObjHost?> read);
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}
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public interface IRuntimeCanonicalPhysicsConsumer
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{
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void BindCanonicalRuntime(
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Func<IPhysicsObjHost?> readPhysicsHost,
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Func<uint> readCell,
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Action<uint> writeCell);
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}
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public interface IRuntimeCanonicalCellConsumer
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{
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void BindCanonicalCell(Func<uint> read, Action<uint> write);
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}
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public interface IRuntimeRemotePlacement :
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IRuntimeRemoteMotion,
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IRuntimeCanonicalCellConsumer
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{
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uint CellId { get; set; }
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bool Airborne { get; set; }
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Vector3 LastServerPosition { get; set; }
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double LastServerPositionTime { get; set; }
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Vector3 LastShadowSyncPosition { get; set; }
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Quaternion LastShadowSyncOrientation { get; set; }
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void HitGround();
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void LeaveGround();
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}
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