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>
53 lines
2 KiB
C#
53 lines
2 KiB
C#
using AcDream.Core.Net;
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using AcDream.Core.Net.Messages;
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namespace AcDream.App.Tests;
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/// <summary>
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/// C3c: initial-Create registration now freezes the raw create for the
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/// canonical residence lease and requires the flattened parser projections
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/// to agree with the nested PhysicsDesc block
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/// (RuntimeEntityObjectLifetime.HasConsistentCreateIdentityAndParent).
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/// Legacy hand-built fixture spawns predate that gate; this helper derives
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/// the minimal consistent nested block from the flattened fields.
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/// </summary>
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internal static class LiveEntitySpawnFixture
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{
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internal static WorldSession.EntitySpawn WithConsistentPhysics(
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this WorldSession.EntitySpawn spawn) => spawn with
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{
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Physics = new PhysicsSpawnData(
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RawState: spawn.PhysicsState ?? 0u,
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Position: spawn.Position,
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Movement: null,
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AnimationFrame: spawn.PlacementId,
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SetupTableId: spawn.SetupTableId,
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MotionTableId: spawn.MotionTableId,
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SoundTableId: null,
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PhysicsScriptTableId: null,
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Parent: spawn.ParentGuid is { } parentGuid
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&& spawn.ParentLocation is { } parentLocation
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? new PhysicsAttachment(parentGuid, parentLocation)
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: null,
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Children: null,
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Scale: spawn.ObjScale,
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Friction: spawn.Friction,
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Elasticity: spawn.Elasticity,
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Translucency: null,
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Velocity: null,
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Acceleration: null,
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AngularVelocity: null,
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DefaultScriptType: null,
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DefaultScriptIntensity: null,
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Timestamps: new PhysicsTimestamps(
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Position: spawn.PositionSequence,
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Movement: spawn.MovementSequence,
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State: 0,
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Vector: 0,
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Teleport: 0,
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ServerControlledMove: spawn.ServerControlSequence,
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ForcePosition: 0,
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ObjDesc: 0,
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Instance: spawn.InstanceSequence)),
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};
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}
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