acdream/src/AcDream.Runtime/Session/RuntimeFirstEntryDriveController.cs
Erik 175ad6b0d0 fix(session): acknowledge login after first placement
ACE intentionally creates the local player Hidden and releases that materialization state on LoginComplete. Sending LoginComplete from raw F746 receipt raced canonical placement and left the login haze visible. Route one one-shot completion callback from Runtime's local first-entry terminal edge to graphical and prepared headless hosts; retain a guarded accepted-Create edge only for content-less headless sessions. Focused Runtime login tests, all 79 Headless tests, the connected user gate, and the Release build pass.
2026-08-03 12:10:42 +02:00

371 lines
16 KiB
C#

using AcDream.Content;
using AcDream.Runtime.Entities;
using AcDream.Runtime.Gameplay;
using AcDream.Runtime.Physics;
namespace AcDream.Runtime.Session;
/// <summary>
/// C3c: the host-driven pump that walks every initial-Create residence
/// through its first-entry conductor. One instance per host session route;
/// graphical and no-window hosts construct it with their own prepared
/// collision source and local-player activation-preparation provider and
/// call <see cref="DriveAll"/> from their own cadence (post-Create
/// hydration and the per-frame placement retry phase for the graphical
/// host; spawn/position projection and the session tick for headless).
///
/// The controller owns NO placement state — it records which entities hold
/// a fresh residence lease (via
/// <see cref="RuntimeEntityObjectLifetime.BindInitialResidenceBeginNotification"/>)
/// and repeatedly calls the conductors, which re-validate all currency
/// themselves. Terminal yields (Completed/RejectedToken/RejectedAuthority)
/// drop the entry; every Awaiting*/Contention yield keeps it for the next
/// pump.
///
/// Continuation placements (the executor's AwaitingContinuationPlacement
/// yield) are completed here through the C0 fused
/// <see cref="RuntimeSetPositionState.TryPrepareAndSubmitAuthoredPlacement"/>
/// — legal for a continuation operation, which never has
/// DormantLocalActivation set — followed by head acknowledgement. The
/// production sink may consume the resulting Place first (the residence is
/// already consumed by then, so the sink's residence gate does not fire);
/// a failed acknowledgement after that is benign — the executor's
/// ResumePendingPlacement keys off the retained acknowledged completion,
/// not off who acknowledged.
/// </summary>
internal sealed class RuntimeFirstEntryDriveController
{
/// <summary>
/// Bounded chase of synchronous progress inside one entity's drive —
/// enough for mover-prep + placement + acknowledgement + a handful of
/// continuation placements in a single pump without risking an unbounded
/// loop against a livelocked yield.
/// </summary>
private const int MaxSynchronousStepsPerEntity = 16;
private sealed class Pending
{
internal required RuntimeEntityRecord Record { get; init; }
internal required RuntimeInitialCreateResidenceToken Token { get; init; }
internal required bool IsLocalPlayer { get; init; }
}
private readonly RuntimeEntityObjectLifetime _entityObjects;
private readonly IGameRuntimeClock _clock;
private readonly IPreparedCollisionSource _collisionSource;
private readonly Func<PlayerMovementConstructionOptions> _localOptions;
private readonly Func<RuntimeEntityRecord,
RuntimeLocalPlayerPhysicsActivationPreparation> _localActivation;
private readonly Dictionary<RuntimeEntityKey, Pending> _pending = [];
private readonly List<RuntimeEntityKey> _driveScratch = [];
private bool _driving;
/// <summary>C3c-R1 review F6: see <see cref="AttachRoute"/>.</summary>
private object? _routeOwner;
private Action<RuntimeEntityRecord>? _localPlayerCompleted;
internal RuntimeFirstEntryDriveController(
RuntimeEntityObjectLifetime entityObjects,
IGameRuntimeClock clock,
IPreparedCollisionSource collisionSource,
Func<PlayerMovementConstructionOptions> localOptions,
Func<RuntimeEntityRecord,
RuntimeLocalPlayerPhysicsActivationPreparation> localActivation)
{
_entityObjects = entityObjects
?? throw new ArgumentNullException(nameof(entityObjects));
_clock = clock ?? throw new ArgumentNullException(nameof(clock));
_collisionSource = collisionSource
?? throw new ArgumentNullException(nameof(collisionSource));
_localOptions = localOptions
?? throw new ArgumentNullException(nameof(localOptions));
_localActivation = localActivation
?? throw new ArgumentNullException(nameof(localActivation));
_entityObjects.BindInitialResidenceBeginNotification(
NoteResidenceBegan);
// C3c-R1 review F5: tracked-but-undriven entries fold into the
// entity-object ownership snapshot instead of sitting outside every
// ledger.
_entityObjects.RegisterFirstEntryDriveOwnership(() => _pending.Count);
}
internal int PendingCount => _pending.Count;
/// <summary>
/// Records a fresh residence for a later pump. Runs synchronously inside
/// the registration transaction (including the executor's deferred-child
/// replays, which re-enter registration mid-Execute), so it must never
/// call Advance here — only capture the exact key/token/dispatch facts.
/// </summary>
private void NoteResidenceBegan(RuntimeEntityRecord record)
{
if (record.Key is not { } key
|| !_entityObjects.TryGetInitialCreateResidence(
record,
out RuntimeInitialCreateResidenceLease lease))
{
return;
}
_pending[key] = new Pending
{
Record = record,
Token = lease.Token,
// Dispatch is decided ONCE from the lease's classified route —
// TryGetCurrent fails mid-drain (the residence moves to its
// completed table at Complete), so the lease cannot be
// re-fetched on a later pump.
IsLocalPlayer = lease.Route.OperationKind
is RuntimeSetPositionOperationKind.InitialLogin,
};
}
/// <summary>
/// Drives every tracked first-entry sequence one bounded step. Safe to
/// call from any host cadence point; re-entrant calls (a conductor's own
/// synchronous callbacks reaching a host pump) fail closed into the next
/// outer pump instead of interleaving.
/// </summary>
internal void DriveAll()
{
if (_driving || _pending.Count == 0)
return;
_driving = true;
try
{
_driveScratch.Clear();
foreach (RuntimeEntityKey key in _pending.Keys)
_driveScratch.Add(key);
foreach (RuntimeEntityKey key in _driveScratch)
{
if (_pending.TryGetValue(key, out Pending? pending))
DriveOne(key, pending);
}
}
finally
{
_driving = false;
}
}
/// <summary>
/// C3c-R1 review F6: the explicit one-route-at-a-time latch. A drive
/// controller outlives its session routes (hosts reuse it across
/// reconnects), and route teardown clears the tracked entries — so the
/// "session reset precedes a new route" ordering the hosts rely on is
/// asserted here instead of silently assumed: a second route attaching
/// before the prior route detached would otherwise let the OLD route's
/// dispose wipe the NEW route's tracked entries.
/// </summary>
internal void AttachRoute(
object route,
Action<RuntimeEntityRecord>? localPlayerCompleted = null)
{
ArgumentNullException.ThrowIfNull(route);
if (_routeOwner is not null && !ReferenceEquals(_routeOwner, route))
{
throw new InvalidOperationException(
"A first-entry drive controller serves one session route at "
+ "a time; the prior route must be disposed (session reset "
+ "precedes a new route) before a replacement attaches.");
}
_routeOwner = route;
_localPlayerCompleted = localPlayerCompleted;
}
/// <summary>
/// Route-scoped teardown: clears every tracked entry, but ONLY when
/// <paramref name="route"/> is the attached owner — a route that never
/// attached (construction rollback) or was displaced must not clear the
/// live route's entries. The conductors and residence own their own
/// convergence independently (retirement fan-out + session clear).
/// </summary>
internal void DetachRoute(object route)
{
ArgumentNullException.ThrowIfNull(route);
if (!ReferenceEquals(_routeOwner, route))
return;
_routeOwner = null;
_localPlayerCompleted = null;
_pending.Clear();
}
private void DriveOne(RuntimeEntityKey key, Pending pending)
{
for (int step = 0; step < MaxSynchronousStepsPerEntity; step++)
{
if (pending.Record.Key != key)
{
// Post-teardown key release; the retirement fan-out already
// reaped the conductors' own progress.
_pending.Remove(key);
return;
}
bool terminal;
bool awaitingContinuationPlacement;
bool localPlayerCompleted = false;
if (pending.IsLocalPlayer)
{
RuntimeLocalPlayerFirstEntryStatus status =
_entityObjects.LocalPlayerFirstEntry.Advance(
pending.Record,
pending.Token,
_localOptions(),
_localActivation(pending.Record),
_collisionSource,
_clock.SimulationTimeSeconds,
inputs: default,
out _);
terminal = status
is RuntimeLocalPlayerFirstEntryStatus.Completed
or RuntimeLocalPlayerFirstEntryStatus.RejectedToken
or RuntimeLocalPlayerFirstEntryStatus.RejectedAuthority;
localPlayerCompleted = status
is RuntimeLocalPlayerFirstEntryStatus.Completed;
awaitingContinuationPlacement = status
is RuntimeLocalPlayerFirstEntryStatus
.AwaitingContinuationPlacement;
}
else
{
RuntimeRemoteFirstEntryStatus status =
_entityObjects.RemoteFirstEntry.Advance(
pending.Record,
pending.Token,
_collisionSource,
_clock.SimulationTimeSeconds,
inputs: default,
out _,
out _);
terminal = status
is RuntimeRemoteFirstEntryStatus.Completed
or RuntimeRemoteFirstEntryStatus.RejectedToken
or RuntimeRemoteFirstEntryStatus.RejectedAuthority;
awaitingContinuationPlacement = status
is RuntimeRemoteFirstEntryStatus
.AwaitingContinuationPlacement;
}
if (terminal)
{
_pending.Remove(key);
if (localPlayerCompleted)
_localPlayerCompleted?.Invoke(pending.Record);
return;
}
if (!awaitingContinuationPlacement)
{
// AwaitingCollisionSource / AwaitingActivation /
// AwaitingPlacement / AwaitingReceiptAcknowledgement /
// Contention — nothing more this pump can do synchronously.
return;
}
if (!TryCompleteContinuationPlacement(
key,
pending.Record,
resolveWorldOffsetFromRuntimeFrame:
!pending.IsLocalPlayer))
return;
// A continuation placement progressed — re-Advance so the
// executor can consume the acknowledged completion and keep
// draining.
}
}
/// <summary>
/// Completes (or makes bounded progress on) the executor's pending
/// continuation placement for <paramref name="key"/>. Returns true when
/// enough progress happened that re-calling Advance can observe it.
/// </summary>
private bool TryCompleteContinuationPlacement(
RuntimeEntityKey key,
RuntimeEntityRecord record,
bool resolveWorldOffsetFromRuntimeFrame)
{
RuntimeSetPositionState setPosition =
_entityObjects.Physics.SetPosition;
// A receipt of OURS already at the FIFO head (a Place from a prior
// submit attempt, or the Withdraw of a deferred park) is consumed
// first — acknowledgement is what re-arms a parked operation and what
// ResumePendingPlacement's retained-completion check requires.
bool acknowledgedSomething = false;
while (setPosition.TryPeekProjection(
out RuntimePlacementProjectionSnapshot head)
&& head.Token.Entity == key
&& head.Kind is RuntimePlacementProjectionKind.Place
or RuntimePlacementProjectionKind.Withdraw)
{
if (!setPosition.AcknowledgeProjection(head.Token))
break;
acknowledgedSomething = true;
}
if (!_entityObjects.InitialCreateExecution
.TryGetPendingContinuationPlacement(
key,
out RuntimeEntityPlacementToken placement))
{
// Flavor 2 (transient operation-slot contention): no token was
// ever begun; the only correct action is a later Execute retry.
return acknowledgedSomething;
}
if (!_entityObjects.InitialCreateExecution
.TryGetPendingContinuationRoute(
key,
out RuntimeAuthoritativePositionRoute route))
{
return acknowledgedSomething;
}
RuntimeSetPositionMoverPreparationStatus status =
setPosition.TryPrepareAndSubmitAuthoredPlacement(
record,
placement,
route.OperationKind,
route.SetPositionFlags,
_collisionSource,
_clock.SimulationTimeSeconds,
out RuntimeSetPositionOutcome outcome,
resolveWorldOffsetFromRuntimeFrame:
resolveWorldOffsetFromRuntimeFrame);
if (status != RuntimeSetPositionMoverPreparationStatus.Prepared)
{
// RetrySetupUnavailable retries on a later pump; a rejected
// preparation for an already-submitted-and-awaiting operation is
// driven purely by the head acknowledgements above.
return acknowledgedSomething;
}
switch (outcome.Status)
{
case RuntimeSetPositionStatus.CommittedHostAcknowledgementPending:
// The synchronous publish may already have let the production
// sink apply-and-acknowledge this exact receipt (the
// residence is consumed by drain time, so the sink's
// residence gate no longer declines it). A false return here
// is therefore benign; the retained acknowledged completion
// is what the executor consumes either way.
_ = setPosition.AcknowledgeProjection(outcome.Projection);
return true;
case RuntimeSetPositionStatus.DeferredCell:
// Parked with a published Withdraw; consume it if it is
// already the head so the collision-generation wake can
// resubmit.
while (setPosition.TryPeekProjection(
out RuntimePlacementProjectionSnapshot parked)
&& parked.Token.Entity == key
&& parked.Kind is RuntimePlacementProjectionKind.Withdraw)
{
if (!setPosition.AcknowledgeProjection(parked.Token))
break;
acknowledgedSomething = true;
}
return acknowledgedSomething;
default:
// Rejected/Cancelled — authority moved; the next Advance
// observes it and abandons through the conductor's own path.
return true;
}
}
}