Flips the last remote classification (SetPosition: teleport-advanced and
cell-less) onto 4b-1's RuntimeRemotePlacementDriveController, runs retail's
teleport_hook before the placement, and deletes the legacy remote-teleport
machinery. Contract: docs/research/2026-08-04-c4-route-4b-3-contract.md.
Retail: MoveOrTeleport @0x00516330's branch @0x00516386 -> teleport_hook
@0x005163EF -> SetFlags(0x1012) @0x00516414 -> SetPosition @0x00516420 ->
return 1 @0x00516438. The hook @0x00514ED0 runs BEFORE the placement and
regardless of its outcome. Retail places this branch unconditionally, at any
distance and any contact state (arg4 is read only @0x0051638E, after the
branch) — which is what retires AP-137's cell-less enqueue-vs-place delta.
D1 — the classifier's cell-less input is now the PRE-merge committed cell.
Retail's predicate is `this_1->cell == 0`, the BODY's own cell at
MoveOrTeleport entry (this_1 is assigned from this @0x00516334). acdream fed
the POST-merge canonical.FullCellId, which RefreshSnapshot ->
RefreshDerivedState -> SetFullCell has already stamped with the accepted wire
cell; a zero wire cell fails validation into RejectedData first. The shipped
remote cell-less predicate was therefore dead code, not merely different from
remotePlacementRequired. Threaded via a builder overload; route 1's overload
is untouched. The graphical !IsSpatiallyVisible arm of
projectionRequiresTeleportHook is deleted — a presentation predicate with no
retail analogue that fired the teleport machinery on a routine hot path.
Deleted: RemoteTeleportController (605), RemoteTeleportPlacement (85),
RemoteShadowPlacementSynchronizer (49), their 1,709 lines of tests, the
remotePlacementRequired predicate, the TeleportHookRequired plumbing, the
legacy pre-operation ConstrainTo fallback, and the player arm's legacy
!IsGrounded fallback. Net -2,030 lines.
Structural fix (two independent Opus reviews, round 1 FAIL/FAIL): three of the
four MAJORs were one defect — OnPosition carried two parallel inline copies of
the routing tail (player-guid, NPC-guid) that had drifted. Extracted
RunRemoteArmTail (3 call sites) and ApplyWireAirborneLeftoverBookkeeping (2),
both branches now share one implementation.
A1 ToConstraintArm mapped AirborneSnap -> AirborneNoOperation, so the NPC
arm armed ConstrainTo ZERO times for an out-of-contact wire-grounded
creature — a regression this slice introduced while closing a
structurally identical hole. Now maps to NearInterpolate; switch made
total with a throwing default proven unreachable.
R1 D2's write-nothing shape existed on the player arm only; NPC packets
fell through and wrote the body. Retail makes no player/NPC distinction.
R2 report_collision_end(this,1) @0x00514F31 was bound to
ShadowObjects.Suspend, a port of a DIFFERENT retail function
(remove_shadows_from_cells) that teleport_hook never calls. Now routes
to RuntimeCollisionReportingState.LeaveWorld, which wraps the private
ForceEnd in an admission-blocking transaction so a DoCollisionEnd
callback cannot recreate the contact table.
R3/A2 A teleported NPC synthesized ServerVelocity from the teleport distance
(~1,000+ m/s) and planned a run cycle from it. Both the install and
RemoteServerControlledVelocityCycle.Apply now gate on !isTeleportRoute.
BISECT HAZARD — A1's fix is correct only BECAUSE R1 landed. AirborneSnap is
reachable wire-airborne on the NPC arm only while D2's shape is missing there.
Reverting R1 alone silently inverts A1 into the opposite divergence: arming
where retail returns 0. Revert both or neither.
Also in the velocity hunk: the NPC block's two !IsPlayerGuid(update.Guid)
guards were dropped when it was wrapped in `if (!isTeleportRoute)`. Safe — all
five exit paths of the enclosing IsPlayerGuid block return, so the predicate is
unconditionally false below it — but it was unremarked by both reviews.
Register: AP-137 REWRITTEN (not deleted) to the surviving acdream-only
divergences — null classification during the login window and Rejected*
through UnroutedCatchUp keep a row. AD-42's RemoteTeleportController citation
retired; AP-136/AP-138 writer lists corrected to the two surviving non-Position
rebucket writers; AP-138 gains the teleport arm as a second producer of the
visible-without-collision residual (retirement path remains #309). AP-135 is
untouched and its two airborne bookkeeping writes are preserved on both arms.
AP-131 does not retire; #276 does not close.
Proof obligation 1: ParkCollisionResidents' overlap throw stays unreachable —
the teleport arm adds packets to the same TryBeginExclusiveAuthoredPlacement
one-operation-per-key machinery the far arm uses, opens no new operation shape,
and every DeferredCell outcome cancels synchronously with
restoreCancelledPark: true. The guarded property remains
HasOldPrefixPlacementDebt's stall, not a throw (4b-1's B2 caveat stands).
Correction to an earlier claim: LiveEntityPresentationController's
_activePlacementOwners was NOT write-never at HEAD —
remotePlacementRequired -> BeginPlacement -> Begin -> BeginAuthoritativePlacement
was a live writer chain. It becomes write-never BECAUSE this slice deletes that
chain, which is why deleting the dead half is behaviour-preserving.
Probe: ACDREAM_PROBE_REMOTE_TELEPORT=1 emits one [remote-teleport] line per
routed arm (guid, cause, hook-ran, placement status). TEMPORARY, strip with the
probe family.
Carried, disclosed not fixed: no dedicated bidirectional collision-partner test
for R2 (the wiring, not LeaveWorld itself, is what lacks coverage); the
stress test's teleport step drives hand-written field assignments rather than
the canonical arm; the per-packet runTeleportHook closure allocation (network
path, not the resolve path Slice I's 0 B discipline governs — file before
route 5 adds a fourth call site). B2: IRuntimeCollisionReportObserver has zero
production implementations, so retail's bidirectional DoCollisionEnd half still
reaches no gameplay consumer — this fix closes the wrong-function binding, not
that nobody listens.
Complete Release suite MEASURED at 11,013 passed / 4 skipped / 0 failed
(baseline 11,027/4/0; net -14 = ~33 deleted test cases against ~19 added).
Neither known flake fired (#302 PortalProjectionTests GC-allocation, #308
NakEmissionTests wall-clock).
STILL OWED: the two-client connected gate, which MUST use an NPC/creature
teleport target. Both round-1 MAJORs lived on the NPC arm and the velocity
cycle early-returns for 0x50xxxxxx guids, so a player target structurally
cannot observe A1, A2, or R3.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
365 lines
16 KiB
C#
365 lines
16 KiB
C#
using System.Numerics;
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using AcDream.Core.Net.Messages;
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using AcDream.Core.Physics;
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using AcDream.Core.Physics.Motion;
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using AcDream.Runtime.Entities;
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using AcDream.Runtime.Physics;
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namespace AcDream.Runtime.Tests.Physics;
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/// <summary>
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/// C4 route 4a: focused tests for the Runtime-owned decision that replaces
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/// the two independent per-kind (player-remote / NPC-remote) copies that
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/// used to live in <c>LiveEntityNetworkUpdateController</c>. Each test below
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/// was verified to actually discriminate its own fix by temporarily
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/// reverting the corresponding condition in
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/// <see cref="RuntimeRemoteSteadyStatePosition"/> and confirming the
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/// matching test failed, then restoring it — see the route 4a implementation
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/// report for the revert/restore log.
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/// </summary>
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public sealed class RuntimeRemoteSteadyStatePositionTests
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{
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private const uint Cell = 0x0101FFFFu;
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/// <summary>A remote that has already received at least one server
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/// sample, so AP-87's <c>firstUp</c> hint is false and the other two
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/// conditions are the ones under test.</summary>
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private static RemoteMotion MakeSampledRemote(Vector3 bodyPosition)
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{
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var remote = new RemoteMotion();
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remote.Body.Position = bodyPosition;
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remote.Body.Orientation = Quaternion.Identity;
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remote.LastServerPosTime = 1_700_000_000d;
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return remote;
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}
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private static (RemoteMotion Remote, EntityPhysicsHost Host) MakeRemoteWithHost(
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Vector3 bodyPosition)
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{
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RemoteMotion remote = MakeSampledRemote(bodyPosition);
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EntityPhysicsHost host = new(
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id: 0x70000001u,
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getPosition: () => new Position(0x0001u, remote.Body.Position, remote.Body.Orientation),
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getVelocity: () => remote.Body.Velocity,
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getRadius: () => 0.48f,
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inContact: () => remote.Body.InContact,
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minterpMaxSpeed: () => null,
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curTime: () => 0d,
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physicsTimerTime: () => 0d,
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getObjectA: _ => null,
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handleUpdateTarget: _ => { },
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interruptCurrentMovement: () => { });
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remote.BindCanonicalRuntime(
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() => host,
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() => 0x0001u,
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_ => { });
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remote.MarkFullPhysicsHostBound();
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return (remote, host);
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}
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// ── AP-87 (register row, carried forward) ──────────────────────────────
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[Fact]
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public void ApplyInterpolate_BodyFarFromTarget_SnapsRatherThanEnqueues()
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{
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// AP-87's load-bearing condition: |Body.Position - worldPos| > 4 m.
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// An unplaced body (spawn-seed origin) must SNAP, never enqueue —
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// enqueuing here is exactly the #184 invisible-but-solid regression
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// this backstop exists to prevent.
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RemoteMotion remote = MakeSampledRemote(new Vector3(0f, 0f, 0f));
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var target = new Vector3(50f, 0f, 0f); // 50 m away — far beyond 4 m.
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RuntimeRemoteSteadyStatePosition.Action action =
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RuntimeRemoteSteadyStatePosition.ApplyInterpolate(
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remote,
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target,
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Quaternion.Identity,
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isMovingTo: false,
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willBeDrTicked: true);
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Assert.Equal(RuntimeRemoteSteadyStatePosition.Action.Snapped, action);
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Assert.Equal(target, remote.Body.Position);
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}
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[Fact]
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public void ApplyInterpolate_NotDrTicked_SnapsEvenWhenClose()
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{
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// AP-87's second condition: !willBeDrTicked. A body with no consumer
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// to walk the queue must snap even for a 1 m correction, or it never
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// reaches the target at all.
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RemoteMotion remote = MakeSampledRemote(new Vector3(10f, 10f, 5f));
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var target = new Vector3(10.5f, 10f, 5f); // 0.5 m — well within 4 m.
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RuntimeRemoteSteadyStatePosition.Action action =
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RuntimeRemoteSteadyStatePosition.ApplyInterpolate(
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remote,
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target,
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Quaternion.Identity,
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isMovingTo: false,
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willBeDrTicked: false);
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Assert.Equal(RuntimeRemoteSteadyStatePosition.Action.Snapped, action);
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Assert.Equal(target, remote.Body.Position);
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}
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[Fact]
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public void ApplyInterpolate_FirstUpBeforeAnyServerSample_Snaps()
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{
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// AP-87's third condition, carried forward from the NPC copy rather
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// than silently dropped: a remote that has never been stamped with a
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// server sample snaps even when both other conditions are benign.
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// Structurally unreachable for player remotes, whose caller stamps
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// LastServerPosTime before it routes — which is exactly why keeping
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// it costs the player arm nothing.
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var remote = new RemoteMotion();
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remote.Body.Position = new Vector3(10f, 10f, 5f);
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remote.Body.Orientation = Quaternion.Identity;
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Assert.Equal(0d, remote.LastServerPosTime);
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var target = new Vector3(10.5f, 10f, 5f);
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RuntimeRemoteSteadyStatePosition.Action action =
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RuntimeRemoteSteadyStatePosition.ApplyInterpolate(
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remote,
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target,
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Quaternion.Identity,
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isMovingTo: false,
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willBeDrTicked: true);
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Assert.Equal(RuntimeRemoteSteadyStatePosition.Action.Snapped, action);
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Assert.Equal(target, remote.Body.Position);
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}
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[Fact]
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public void ApplyInterpolate_NearAndDrTicked_EnqueuesWithoutTouchingBodyPosition()
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{
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// The ordinary retail near case: no AP-87 condition holds, so the
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// body is queued for the per-tick catch-up, not hard-snapped.
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RemoteMotion remote = MakeSampledRemote(new Vector3(10f, 10f, 5f));
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var target = new Vector3(10.5f, 10f, 5f);
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RuntimeRemoteSteadyStatePosition.Action action =
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RuntimeRemoteSteadyStatePosition.ApplyInterpolate(
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remote,
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target,
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Quaternion.Identity,
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isMovingTo: false,
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willBeDrTicked: true);
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Assert.Equal(RuntimeRemoteSteadyStatePosition.Action.Enqueued, action);
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// The body itself is not hard-moved by the enqueue path — the
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// per-tick InterpolationManager/adjust_offset chain walks it there.
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Assert.Equal(new Vector3(10f, 10f, 5f), remote.Body.Position);
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}
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/// <summary>
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/// TS-44 stays an NPC-only CALLER gate: the seam itself is the
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/// kind-agnostic retail decision, so a sticky-armed host does NOT change
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/// what it does. Folding the sticky check in here would have silently
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/// extended TS-44 to player remotes, which have never had one.
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/// </summary>
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[Fact]
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public void ApplyInterpolate_IsIndifferentToTheStickyLease()
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{
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(RemoteMotion remote, EntityPhysicsHost host) = MakeRemoteWithHost(
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new Vector3(0f, 0f, 0f));
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host.PositionManager.StickTo(objectId: 0x70000002u, radius: 1f, height: 1f);
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Assert.NotEqual(0u, host.PositionManager.GetStickyObjectId());
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RuntimeRemoteSteadyStatePosition.Action action =
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RuntimeRemoteSteadyStatePosition.ApplyInterpolate(
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remote,
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new Vector3(50f, 0f, 0f),
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Quaternion.Identity,
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isMovingTo: false,
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willBeDrTicked: true);
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Assert.Equal(RuntimeRemoteSteadyStatePosition.Action.Snapped, action);
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}
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// ── Per-entity currency ─────────────────────────────────────────────────
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// Contract item 4: N remotes, no shared pending slot — unlike route 2's
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// single-slot RuntimeAcceptedPositionDriveController, this decision
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// carries no state of its own between calls. Two remotes classified in
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// the same tick must not observe or mutate each other.
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[Fact]
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public void TwoRemotesInTheSameTick_ApplyIndependentlyWithNoCrossContamination()
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{
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RemoteMotion farRemote = MakeSampledRemote(new Vector3(0f, 0f, 0f)); // will snap.
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RemoteMotion nearRemote = MakeSampledRemote(new Vector3(10f, 10f, 5f)); // will enqueue.
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RuntimeRemoteSteadyStatePosition.Action farAction =
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RuntimeRemoteSteadyStatePosition.ApplyInterpolate(
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farRemote,
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new Vector3(50f, 0f, 0f),
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Quaternion.Identity,
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isMovingTo: false,
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willBeDrTicked: true);
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RuntimeRemoteSteadyStatePosition.Action nearAction =
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RuntimeRemoteSteadyStatePosition.ApplyInterpolate(
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nearRemote,
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new Vector3(10.5f, 10f, 5f),
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Quaternion.Identity,
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isMovingTo: false,
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willBeDrTicked: true);
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Assert.Equal(RuntimeRemoteSteadyStatePosition.Action.Snapped, farAction);
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Assert.Equal(RuntimeRemoteSteadyStatePosition.Action.Enqueued, nearAction);
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Assert.Equal(new Vector3(50f, 0f, 0f), farRemote.Body.Position);
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// nearRemote's body is untouched by farRemote's snap — no shared state.
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Assert.Equal(new Vector3(10f, 10f, 5f), nearRemote.Body.Position);
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}
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// ── Ownership: exactly two dispositions, everything else falls through ──
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[Fact]
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public void OwnsSteadyState_IsTrueForExactlyTheTwoNoPlacementDispositions()
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{
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Assert.True(RuntimeRemoteSteadyStatePosition.OwnsSteadyState(
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Classify(hasContact: false, playerDistance: 1f)));
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Assert.True(RuntimeRemoteSteadyStatePosition.OwnsSteadyState(
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Classify(hasContact: true, playerDistance: 10f)));
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}
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[Theory]
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// Far (>=96 m) — SetPositionSimple, route 4b.
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[InlineData(true, 200f, Cell, 10, 10, PositionTimestampDisposition.Apply)]
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// Cell-less canonical body — SetPosition, route 4b.
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[InlineData(true, 10f, 0u, 10, 10, PositionTimestampDisposition.Apply)]
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// Fresh TELEPORT_TS — SetPosition, route 4b.
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[InlineData(true, 10f, Cell, 10, 11, PositionTimestampDisposition.Apply)]
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// Rejected admission — RejectedAuthority.
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[InlineData(true, 10f, Cell, 10, 10, PositionTimestampDisposition.Rejected)]
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// Nonfinite derived distance — RejectedData.
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[InlineData(true, float.NaN, Cell, 10, 10, PositionTimestampDisposition.Apply)]
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public void OwnsSteadyState_IsFalseForEveryOtherClassification(
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bool hasContact,
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float playerDistance,
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uint committedCellId,
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ushort previousTeleport,
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ushort acceptedTeleport,
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PositionTimestampDisposition disposition)
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{
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RuntimeAuthoritativePositionRoute route = Classify(
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hasContact,
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playerDistance,
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committedCellId,
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previousTeleport,
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acceptedTeleport,
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disposition);
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Assert.NotEqual(
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RuntimeAuthoritativePositionDisposition.Interpolate,
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route.Disposition);
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Assert.NotEqual(
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RuntimeAuthoritativePositionDisposition.NoPositionOperation,
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route.Disposition);
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Assert.False(RuntimeRemoteSteadyStatePosition.OwnsSteadyState(route));
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}
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[Fact]
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public void OwnsSteadyState_IsFalseWhenNothingWasClassified()
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{
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// A null route is "route 4a has no opinion" — the legacy path runs
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// completely unchanged, exactly as its doc comment claims.
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Assert.False(RuntimeRemoteSteadyStatePosition.OwnsSteadyState(null));
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Assert.False(RuntimeRemoteSteadyStatePosition.IsAirborneNoOperation(null));
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Assert.False(RuntimeRemoteSteadyStatePosition.IsNearInterpolate(null));
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}
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// ── D2: ConstrainTo timing/anchor ───────────────────────────────────────
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[Fact]
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public void ArmConstraintAfterOperation_AnchorsToTheHostsCurrentLivePosition()
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{
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(RemoteMotion remote, EntityPhysicsHost host) = MakeRemoteWithHost(
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new Vector3(1f, 2f, 3f));
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// Simulate the operation having already moved the body (a Snapped
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// outcome) BEFORE ConstrainTo arms — D2 requires the anchor to read
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// the POST-move position, never the pre-move one.
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remote.Body.Position = new Vector3(9f, 9f, 9f);
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RuntimeRemoteSteadyStatePosition.ArmConstraintAfterOperation(host);
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ConstraintManager? constraint = host.PositionManager.Constraint;
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Assert.NotNull(constraint);
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Assert.True(constraint!.IsConstrained);
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Assert.Equal(new Vector3(9f, 9f, 9f), constraint.ConstraintPos.Frame.Origin);
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// Anchored to itself at arm time -> zero initial offset, matching
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// retail's per-packet re-anchor.
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Assert.Equal(0f, constraint.ConstraintPosOffset, 3);
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}
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/// <summary>
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/// C4 route 4b-3 (D4): the complete arm-count partition, proof obligation
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/// 3 — one assertion per row of the contract's partition table, on the
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/// OBSERVABLE (whether <c>ConstrainTo</c> actually armed), not the code
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/// shape. <see cref="RuntimeRemoteAcceptedPositionArm.TeleportPlacement"/>
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/// and <see cref="RuntimeRemoteAcceptedPositionArm.FarSnapPlacement"/>
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/// arm unconditionally (retail discards the placement error and returns
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/// 1 either way, @0x00516438/@0x005163E8);
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/// <see cref="RuntimeRemoteAcceptedPositionArm.UnroutedCatchUp"/> arms
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/// too — it is only ever reached here when the caller's free-flight
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/// carve-out has already confirmed the body is in contact; only
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/// <see cref="RuntimeRemoteAcceptedPositionArm.AirborneNoOperation"/>
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/// does not (retail's <c>arg4 == 0</c> branch returns 0 @0x0051636D).
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/// </summary>
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[Theory]
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[InlineData("TeleportPlacement", true)]
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[InlineData("FarSnapPlacement", true)]
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[InlineData("NearInterpolate", true)]
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[InlineData("UnroutedCatchUp", true)]
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[InlineData("AirborneNoOperation", false)]
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public void TryArmConstraintAfterOperation_MatchesTheCompletePartition(
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string armName,
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bool expectedArmed)
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{
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// RuntimeRemoteAcceptedPositionArm is internal; xUnit's [InlineData]
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// requires public-visible argument types, so the arm travels as its
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// name and is parsed back here.
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var arm = (RuntimeRemoteAcceptedPositionArm)Enum.Parse(
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typeof(RuntimeRemoteAcceptedPositionArm), armName);
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(RemoteMotion remote, EntityPhysicsHost host) = MakeRemoteWithHost(
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new Vector3(1f, 2f, 3f));
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bool armed = RuntimeRemoteSteadyStatePosition
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.TryArmConstraintAfterOperation(arm, remote);
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Assert.Equal(expectedArmed, armed);
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Assert.Equal(
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expectedArmed,
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host.PositionManager.Constraint?.IsConstrained == true);
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}
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private static RuntimeAuthoritativePositionRoute Classify(
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bool hasContact,
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float playerDistance,
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uint committedCellId = Cell,
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ushort previousTeleport = 10,
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ushort acceptedTeleport = 10,
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PositionTimestampDisposition disposition =
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PositionTimestampDisposition.Apply) =>
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RuntimeAuthoritativePositionRouteClassifier.ClassifyAcceptedPosition(
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new RuntimeAcceptedPositionRouteRequest(
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new RuntimeAuthoritativePositionAuthority(
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new RuntimeGenerationToken(7),
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new RuntimeEntityKey(0x70000001u, 3),
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PositionAuthorityVersion: 11UL,
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AcceptedPositionSequence: 20,
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previousTeleport,
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acceptedTeleport,
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disposition),
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RuntimePositionEntityKind.Remote,
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RuntimeAcceptedPositionSource.PositionEvent,
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new CreateObject.ServerPosition(
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Cell, 10f, 20f, 30f, 1f, 0f, 0f, 0f),
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PlacementFrame: 0u,
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PositionPackVelocity: Vector3.Zero,
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committedCellId,
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hasContact,
|
|
playerDistance,
|
|
UsePositionFromServer: false,
|
|
HasAnimations: false,
|
|
default));
|
|
}
|