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>
504 lines
19 KiB
C#
504 lines
19 KiB
C#
using System.Numerics;
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using AcDream.Core.Physics;
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using AcDream.Runtime.Gameplay;
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namespace AcDream.Runtime.Tests.Gameplay;
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public sealed class RuntimeLocalPlayerMovementStateTests
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{
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[Fact]
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public void ViewProjectsTheExactCanonicalControllerAndAutorunOwner()
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{
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var controller = new PlayerMovementController(new PhysicsEngine())
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{
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LocalEntityId = 0x50000001u,
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};
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controller.SetPosition(
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new Vector3(11f, 12f, 13f),
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0xA9B40001u,
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new Vector3(11f, 12f, 13f));
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using var movement = new RuntimeLocalPlayerMovementState
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{
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Controller = controller,
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};
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Assert.Same(movement, movement.View);
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Assert.True(movement.Execute(RuntimeMovementCommand.ToggleRunLock));
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RuntimeMovementSnapshot snapshot = movement.View.Snapshot;
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Assert.True(snapshot.HasController);
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Assert.Equal(0x50000001u, snapshot.LocalEntityId);
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Assert.Equal(controller.CellPosition, snapshot.Position);
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Assert.Equal(controller.BodyVelocity, snapshot.Velocity);
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Assert.Equal(controller.IsAirborne, snapshot.IsAirborne);
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Assert.Equal(controller.SimTimeSeconds, snapshot.SimulationTimeSeconds);
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Assert.True(snapshot.AutoRunActive);
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Assert.Equal(movement.Revision, snapshot.Revision);
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}
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[Fact]
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public void GraphicalAndDirectCommandsMutateOneAutorunLatch()
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{
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using var movement = new RuntimeLocalPlayerMovementState();
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var input = new MovementInput(
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Forward: true,
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Run: true);
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Assert.True(movement.Execute(RuntimeMovementCommand.ToggleRunLock));
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movement.SetCommandInput(input);
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Assert.True(movement.AutoRunActive);
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Assert.True(movement.View.Snapshot.AutoRunActive);
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Assert.True(movement.HasCommandInput);
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Assert.Equal(input, movement.CommandInput);
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Assert.Equal(input, movement.View.Snapshot.CommandInput);
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Assert.True(movement.Execute(RuntimeMovementCommand.Stop));
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Assert.False(movement.AutoRunActive);
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Assert.False(movement.View.Snapshot.AutoRunActive);
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Assert.False(movement.HasCommandInput);
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Assert.False(movement.View.Snapshot.HasCommandInput);
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}
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[Fact]
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public void CommandInputIsDeduplicatedAndResetWithSessionIntent()
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{
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using var movement = new RuntimeLocalPlayerMovementState();
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var input = new MovementInput(
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StrafeLeft: true,
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Run: true);
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movement.SetCommandInput(input);
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long revision = movement.Revision;
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movement.SetCommandInput(input);
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Assert.Equal(revision, movement.Revision);
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Assert.True(movement.Snapshot.HasCommandInput);
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movement.ResetInputIntent();
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Assert.False(movement.HasCommandInput);
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Assert.Equal(default, movement.CommandInput);
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Assert.Equal(revision + 1, movement.Revision);
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}
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[Theory]
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[InlineData(RuntimeMovementCommand.Ready, MotionCommand.Ready)]
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[InlineData(RuntimeMovementCommand.Crouch, MotionCommand.Crouch)]
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[InlineData(RuntimeMovementCommand.Sit, MotionCommand.Sitting)]
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[InlineData(RuntimeMovementCommand.Sleep, MotionCommand.Sleeping)]
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public void StanceCommandsUseCanonicalControllerAndEmitOneMovementEdge(
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RuntimeMovementCommand command,
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uint expectedMotion)
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{
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var controller = new PlayerMovementController(new PhysicsEngine());
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using var movement = new RuntimeLocalPlayerMovementState
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{
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Controller = controller,
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};
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movement.SetCommandInput(
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new MovementInput(Forward: true, Run: true));
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Assert.True(movement.Execute(command));
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Assert.False(movement.HasCommandInput);
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Assert.Equal(
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expectedMotion,
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controller.Motion.RawState.ForwardCommand);
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MovementResult first = controller.Update(
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1f / 60f,
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default);
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MovementResult second = controller.Update(
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1f / 60f,
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default);
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Assert.True(first.ShouldSendMovementEvent);
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Assert.False(second.ShouldSendMovementEvent);
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if (command == RuntimeMovementCommand.Ready)
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{
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Assert.Null(first.ForwardCommand);
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}
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else
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{
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Assert.Equal(expectedMotion, first.ForwardCommand);
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}
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}
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[Fact]
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public void ConcurrentRuntimeInstancesHaveIndependentMovementState()
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{
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using var first = new RuntimeLocalPlayerMovementState();
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using var second = new RuntimeLocalPlayerMovementState();
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var firstController = new PlayerMovementController(new PhysicsEngine())
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{
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LocalEntityId = 1u,
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};
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var secondController = new PlayerMovementController(new PhysicsEngine())
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{
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LocalEntityId = 2u,
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};
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first.Controller = firstController;
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second.Controller = secondController;
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first.Execute(RuntimeMovementCommand.ToggleRunLock);
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firstController.SetPosition(Vector3.One, 0xA9B40001u, Vector3.One);
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secondController.SetPosition(
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new Vector3(2f),
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0xA9B50001u,
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new Vector3(2f));
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Assert.True(first.Snapshot.AutoRunActive);
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Assert.False(second.Snapshot.AutoRunActive);
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Assert.Equal(1u, first.Snapshot.LocalEntityId);
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Assert.Equal(2u, second.Snapshot.LocalEntityId);
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Assert.NotEqual(first.Snapshot.Position, second.Snapshot.Position);
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}
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[Fact]
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public void MotionPreparationPublishesOnlyTheConstructionSeam()
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{
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using var movement = new RuntimeLocalPlayerMovementState();
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IRuntimeLocalPlayerMotionSource source = movement;
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var committed = new PlayerMovementController(new PhysicsEngine());
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var candidate = new PlayerMovementController(new PhysicsEngine());
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movement.Controller = committed;
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bool drained = false;
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using (movement.BeginMotionPreparation(
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candidate,
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() =>
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{
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drained = true;
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Assert.Same(committed.Motion, source.Motion);
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}))
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{
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Assert.True(drained);
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Assert.Same(committed, movement.Controller);
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Assert.Same(candidate.Motion, source.Motion);
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}
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Assert.Same(committed.Motion, source.Motion);
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}
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[Fact]
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public void TerminalDisposalConvergesWhenPreparationLeaseUnwindsLater()
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{
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var movement = new RuntimeLocalPlayerMovementState();
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var controller = new PlayerMovementController(new PhysicsEngine());
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IDisposable preparation = movement.BeginMotionPreparation(controller);
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movement.Controller = controller;
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movement.Execute(RuntimeMovementCommand.ToggleRunLock);
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movement.Dispose();
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preparation.Dispose();
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RuntimeLocalMovementOwnershipSnapshot ownership =
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movement.CaptureOwnership();
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Assert.True(ownership.IsConverged);
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Assert.Throws<ObjectDisposedException>(
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() => movement.Execute(RuntimeMovementCommand.ToggleRunLock));
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}
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[Fact]
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public void TypedSkillOptionsPreserveCompleteValuesAndFallbackPerField()
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{
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Assert.Equal(
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new PlayerMovementConstructionOptions(321, 654),
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PlayerMovementConstructionOptions.From(
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new RuntimeMovementSkillSnapshot(321, 654, 1)));
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Assert.Equal(
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new PlayerMovementConstructionOptions(
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PlayerMovementConstructionOptions.FallbackRunSkill,
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654),
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PlayerMovementConstructionOptions.From(
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new RuntimeMovementSkillSnapshot(-1, 654, 1)));
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Assert.Equal(
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new PlayerMovementConstructionOptions(
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321,
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PlayerMovementConstructionOptions.FallbackJumpSkill),
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PlayerMovementConstructionOptions.From(
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new RuntimeMovementSkillSnapshot(321, -1, 1)));
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}
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[Fact]
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public void WarmMovementSnapshotsAndOwnershipCaptureAllocateNothing()
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{
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using var movement = new RuntimeLocalPlayerMovementState();
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movement.Controller = new PlayerMovementController(new PhysicsEngine())
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{
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LocalEntityId = 7u,
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};
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for (int i = 0; i < 1_000; i++)
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{
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_ = movement.Snapshot;
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_ = movement.CaptureOwnership();
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}
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long before = GC.GetAllocatedBytesForCurrentThread();
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for (int i = 0; i < 100_000; i++)
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{
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_ = movement.Snapshot;
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_ = movement.CaptureOwnership();
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}
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long allocated = GC.GetAllocatedBytesForCurrentThread() - before;
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Assert.Equal(0L, allocated);
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}
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// ── C3c-F1 (2026-08-02): movement-stats application seam ──────────────
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//
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// The typed seam is the ONLY route by which server stat recomputes
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// reach the controller; the publication lifecycle decides whether the
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// write lands (live/dormant) or is a typed displaced drop (terminal).
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private static RuntimeMovementSkillState CompleteSkillState()
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{
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var skills = new RuntimeMovementSkillState();
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skills.Update(runSkill: 240, jumpSkill: 180);
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skills.UpdateBurden(0.5f);
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skills.UpdateStamina(37);
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// BF_PLAYER (0x8) + BF_PLAYER_KILLER (0x20) → ObjectInfoState.IsPK.
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skills.UpdateOwnPwdBitfield(0x28u);
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skills.UpdatePlayerKillerStatus(1, 123.5f);
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return skills;
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}
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private static PlayerMovementController NewDormantRuntimeController()
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{
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PlayerMovementController controller =
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PlayerMovementController.CreatePublicationCandidate(
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new PhysicsEngine(),
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PlayerMovementConstructionOptions.Fallback);
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controller.SealPublicationCandidate();
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controller.CommitRuntimeOwnership(new RetailObjectQuantumClock());
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return controller;
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}
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private static (float RunRate, float JumpVz, bool CanJump, int JumpCost,
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ObjectInfoState PvpFlags) CaptureStatObservables(
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PlayerMovementController controller)
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{
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IWeenieObject weenie = controller.Motion.WeenieObj!;
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Assert.True(weenie.InqRunRate(out float runRate));
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Assert.True(weenie.InqJumpVelocity(1.0f, out float jumpVz));
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bool canJump = weenie.CanJump(1.0f);
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Assert.True(((PlayerWeenie)weenie).JumpStaminaCost(1.0f, out int cost));
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return (runRate, jumpVz, canJump, cost, controller.OwnPvpFlags);
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}
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[Fact]
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public void ApplyCharacterMovementStats_LiveApplicationIsByteIdenticalToTheRetiredDirectPath()
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{
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RuntimeMovementSkillState skills = CompleteSkillState();
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RuntimeMovementSkillSnapshot snapshot = skills.Snapshot;
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// Old direct path (the deleted RuntimeMovementSkillProjection.ApplyTo
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// body), applied through the public gated setters.
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var direct = new PlayerMovementController(new PhysicsEngine());
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direct.SetCharacterSkills(snapshot.RunSkill, snapshot.JumpSkill);
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direct.SetCharacterBurden(snapshot.Burden);
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direct.SetCharacterStamina(snapshot.CurrentStamina);
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direct.OwnPvpFlags = EntityCollisionFlagsExt
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.FromPwdBitfield(snapshot.OwnPwdBitfield)
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.ToMoverState();
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direct.SetCharacterPkStatus(
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snapshot.PlayerKillerStatus,
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snapshot.LastPkAttackTimestamp);
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var routed = new PlayerMovementController(new PhysicsEngine());
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using var movement = new RuntimeLocalPlayerMovementState
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{
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Controller = routed,
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};
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Assert.Equal(
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RuntimeMovementStatsApplication.AppliedLive,
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movement.ApplyCharacterMovementStats(skills));
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Assert.Equal(
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CaptureStatObservables(direct),
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CaptureStatObservables(routed));
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Assert.Equal(ObjectInfoState.IsPK, routed.OwnPvpFlags);
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}
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[Fact]
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public void ApplyCharacterMovementStats_DormantWindowWriteLandsOnTheControllerThatGoesLive()
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{
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RuntimeMovementSkillState skills = CompleteSkillState();
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PlayerMovementController controller = NewDormantRuntimeController();
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using var movement = new RuntimeLocalPlayerMovementState
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{
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Controller = controller,
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};
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// The committed-but-unactivated first-entry window: the dormant
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// controller is installed in the movement owner while activation
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// waits on cell streaming, and inbound recomputes keep pumping.
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Assert.True(controller.IsRuntimeOwnedDormant);
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Assert.Throws<InvalidOperationException>(
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() => controller.SetCharacterSkills(1, 1));
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Assert.Equal(
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RuntimeMovementStatsApplication.AppliedDormant,
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movement.ApplyCharacterMovementStats(skills));
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// Activation flips the SAME instance live — the applied values are
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// already current when movement starts.
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controller.ActivateRuntimePublication();
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Assert.True(controller.IsRuntimePublished);
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(float runRate, _, _, _, ObjectInfoState pvp) =
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CaptureStatObservables(controller);
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Assert.Equal(
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PlayerWeenie.GetRunRate(0.5f, 240),
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runRate,
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precision: 5);
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Assert.Equal(ObjectInfoState.IsPK, pvp);
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}
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[Fact]
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public void ApplyCharacterMovementStats_TerminalControllerReportsTypedDisplacedDrop()
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{
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RuntimeMovementSkillState skills = CompleteSkillState();
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PlayerMovementController controller = NewDormantRuntimeController();
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using var movement = new RuntimeLocalPlayerMovementState
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{
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Controller = controller,
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};
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controller.ActivateRuntimePublication();
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var before = CaptureStatObservables(controller);
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// The Motion surface is gated once terminal; capture the weenie
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// reference while the controller is still published.
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IWeenieObject weenie = controller.Motion.WeenieObj!;
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// Post-teardown transient truth: the controller retired while still
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// reachable through a displaced recompute callback. The public
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// setter still throws (the seal working); the seam reports the
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// typed drop instead and mutates nothing.
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controller.RetireRuntimePublication();
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Assert.Throws<InvalidOperationException>(
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() => controller.SetCharacterSkills(1, 1));
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Assert.Equal(
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RuntimeMovementStatsApplication.DroppedDisplacedController,
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movement.ApplyCharacterMovementStats(skills));
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Assert.True(weenie.InqRunRate(out float runRate));
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Assert.Equal(before.RunRate, runRate);
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Assert.Equal(before.PvpFlags, controller.OwnPvpFlags);
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}
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[Fact]
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public void ApplyCharacterMovementStats_SealedCandidateIsATypedDisplacedDrop()
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{
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// Defensive lifecycle-matrix row: a sealed candidate is frozen for
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// the Prepare→Commit validation handshake and never installed into
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// the movement owner in production (Prepare requires the owner
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// empty; Commit installs it already-dormant within the same
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// synchronous conductor step), so only a direct controller-level
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// call can observe this row.
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PlayerMovementController controller =
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PlayerMovementController.CreatePublicationCandidate(
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new PhysicsEngine(),
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PlayerMovementConstructionOptions.Fallback);
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controller.SealPublicationCandidate();
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Assert.Equal(
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RuntimeMovementStatsApplication.DroppedDisplacedController,
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controller.ApplyCharacterMovementStats(
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CompleteSkillState().Snapshot));
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}
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[Fact]
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public void ApplyCharacterMovementStats_AbsentControllerAndIncompleteSnapshotDropSilently()
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{
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var skills = new RuntimeMovementSkillState();
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using var movement = new RuntimeLocalPlayerMovementState();
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Assert.Equal(
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RuntimeMovementStatsApplication.DroppedNoController,
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movement.ApplyCharacterMovementStats(skills));
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movement.Controller = new PlayerMovementController(new PhysicsEngine());
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Assert.Equal(
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RuntimeMovementStatsApplication.DroppedIncompleteSnapshot,
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movement.ApplyCharacterMovementStats(skills));
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}
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[Fact]
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public void ApplyCharacterMovementStats_DisposedOwnerToleratesTheDisplacedCallback()
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{
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var movement = new RuntimeLocalPlayerMovementState
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{
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Controller = new PlayerMovementController(new PhysicsEngine()),
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};
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movement.Dispose();
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// The displaced-callback-rejection pattern: a recompute landing
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// after terminal disposal observes a typed drop, never a fault.
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Assert.Equal(
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RuntimeMovementStatsApplication.DroppedNoController,
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movement.ApplyCharacterMovementStats(CompleteSkillState()));
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Assert.False(movement.ReportExhaustion());
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}
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[Fact]
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public void ReportExhaustion_DispatchesOnlyThroughALiveController()
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{
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using var movement = new RuntimeLocalPlayerMovementState();
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Assert.False(movement.ReportExhaustion());
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PlayerMovementController controller = NewDormantRuntimeController();
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movement.Controller = controller;
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Assert.False(movement.ReportExhaustion());
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controller.ActivateRuntimePublication();
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Assert.True(movement.ReportExhaustion());
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controller.RetireRuntimePublication();
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Assert.False(movement.ReportExhaustion());
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}
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[Fact]
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public void ApplyServerPhysicsState_DormantDropsForActivationAndLiveAppliesExactly()
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{
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// The second connected-gate crash chain
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// (logs/connected-world-gate-20260802-125907): an inbound local-
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// player SetState pushed ApplyPhysicsState at the dormant
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// first-entry controller. The typed entry decides by lifecycle.
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PlayerMovementController controller =
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PlayerMovementController.CreatePublicationCandidate(
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new PhysicsEngine(),
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PlayerMovementConstructionOptions.Fallback);
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PhysicsBody body = controller.PhysicsBody;
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PhysicsStateFlags initial = body.State;
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PhysicsStateFlags pushed =
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|
PhysicsStateFlags.Gravity
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|
| PhysicsStateFlags.ReportCollisions
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| PhysicsStateFlags.Ethereal;
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Assert.NotEqual(initial, pushed);
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|
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controller.SealPublicationCandidate();
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controller.CommitRuntimeOwnership(new RetailObjectQuantumClock());
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|
|
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// Dormant: the activation transaction owns the dormant body's
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// physics state; the push is dropped and the body is untouched.
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Assert.Equal(
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|
RuntimeServerPhysicsStateApplication.DroppedDormantActivationOwned,
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controller.ApplyServerPhysicsState(pushed));
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Assert.Equal(initial, body.State);
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|
|
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// Published: byte-identical to the direct ApplyPhysicsState body.
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controller.ActivateRuntimePublication();
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Assert.Equal(
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|
RuntimeServerPhysicsStateApplication.AppliedLive,
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|
controller.ApplyServerPhysicsState(pushed));
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Assert.Equal(pushed, body.State);
|
|
|
|
// Terminal: a displaced push, typed instead of a fault, mutating
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|
// nothing.
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|
controller.RetireRuntimePublication();
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|
Assert.Throws<InvalidOperationException>(
|
|
() => controller.ApplyPhysicsState(initial));
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|
Assert.Equal(
|
|
RuntimeServerPhysicsStateApplication.DroppedDisplacedController,
|
|
controller.ApplyServerPhysicsState(initial));
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|
Assert.Equal(pushed, body.State);
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|
}
|
|
}
|