The user typed @pklite and then walked straight through other PKLite players. Root cause: ClientObject.PublicWeenieBitfield was written exactly once, from the 0xF745 CreateObject parse, and never refreshed. ACE's only PK-change message is PropertyInt.PlayerKillerStatus (134) over 0x02CE/0x02CD, which we parsed and stored into Properties.Ints[134] but never translated back into the bitfield — and ACE never re-sends a PublicWeenieDesc at all (EnqueueBroadcastUpdateObject has zero live callers), so that property is the ONLY signal a client can learn from. Both sides of the collision test read the frozen value, so CollisionExemption's "4c. both PKLite -> collide" rule could never fire. Retail's missing port: PublicWeenieDesc::SetPlayerKillerStatus @0x005AC7C0 rewrites _bitfield in place — PK(4) -> (b & 0xfddfffff) | 0x20; PKLite(0x40) -> (b & 0xffdfffdf) | 0x2000000; Free(0x20) -> (b & 0xfdffffdf) | 0x200000; else b &= 0xfddfffdf. Mutually exclusive, verified byte-for-byte, with input values confirmed against retail's own PKStatusEnum (acclient.h:6412-6427), not just ACE's. Driven from ACCWeenieObject::OnStatUpdated @0x0058DF20 case 0x86. The fix rewrites the value at its source rather than patching consumers. Two review rounds were needed because the first pass missed that there are TWO snapshot stores: InboundPhysicsStateController keeps its own private _snapshots dictionary, and every untimestamped-field merge (ApplyAcceptedObjDesc and friends) reads `old` from THAT store, not from RuntimeEntityRecord.Snapshot. Refreshing only the active record left the target-side shadow flags correct until the remote's next equip or unequip — ACE broadcasts an ObjDesc on every one — at which point the appearance path rebuilt the registration from the frozen spawn and dropped the bit permanently. The regression test demanded by review is what surfaced that; it is verified discriminating (reverting gives Actual: 8 instead of 33554440). Five stores now hold this value, kept coherent from one source by two ObjectUpdated subscribers plus the appearance-rebuild path. The two shadow-flag writers are the same invalidation applied at the two edges that can invalidate it, not competing authorities — review enumerated every drift path and closed each. That coherence invariant is new as of this commit and is recorded as register row AP-134, with AP-133 as the precedent for filing a row when the danger is a future writer rather than current behaviour. Also corrects TS-23's retirement narrative, which claimed every mover-flags call site read the mover's "real" PK bits from 2026-07-30. The bits existed but their source was frozen, so that only became true here; the site enumeration also missed RuntimeSetPositionMoverPreparation, a seventh site that decodes the snapshot directly. Unblocks #298 (melee/missile admission needs the local player's own PKLite bit). Follow-ups filed: #300 (Properties.Ints[134] vs bitfield mirror gap), #301 (same defect class for radar blip colour and radar behaviour), #302 (a pre-existing PortalProjection allocation-assertion flake, 1 in 6, found while verifying this gate), #303 (LiveEntityPvpBitfieldSync is App-resident but Runtime-owned-state). Gates: complete Release solution 10,895 passed / 4 skipped / 0 failed (baseline 10,887 including #299). Adversarial + retail-conformance review PASS after one FAIL round. Every new test discrimination-verified by reverting the fix. Connected acceptance NOT run — needs a live two-client PKLite session. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
193 lines
8.1 KiB
C#
193 lines
8.1 KiB
C#
using System.Numerics;
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using AcDream.App.Physics;
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using AcDream.App.Streaming;
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using AcDream.App.World;
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using AcDream.Core.Items;
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using AcDream.Core.Net;
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using AcDream.Core.Net.Messages;
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using AcDream.Core.Physics;
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using AcDream.Core.World;
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using AcDream.Runtime;
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using AcDream.Runtime.Entities;
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using DatReaderWriter.DBObjs;
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namespace AcDream.App.Tests.Physics;
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/// <summary>
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/// #297 F1 (review round 2): <c>LiveEntityCollisionBuilder.Build</c> (invoked
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/// from <c>LiveEntityHydrationController.OnAppearance</c> on every
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/// equip/dequip ObjDesc) rebuilds a live entity's shadow-registry collision
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/// flags from <c>spawn.ObjectDescriptionFlags</c>. Before
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/// <see cref="RuntimeEntityPvpBitfieldSnapshotSync"/> existed, that spawn was
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/// the FROZEN CreateObject-time value — a plain equip/dequip after a live
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/// PropertyInt(PlayerKillerStatus) update would silently revert the
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/// shadow-registry PKLite flag, restoring the exact #297 symptom
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/// (walk-through) even though <see cref="LiveEntityPvpBitfieldSync"/> had
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/// already fixed it once. This test drives the REAL production sequence —
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/// register, apply the live PK update, apply an ObjDesc through the gated
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/// pipeline, rebuild collision, reconcile into the registry — and asserts
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/// the shadow flags survive the rebuild.
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/// </summary>
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public sealed class PvpBitfieldSurvivesAppearanceRebuildTests
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{
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private const uint Guid = 0x70000030u;
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private const uint Cell = 0x01010001u;
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private sealed class RecordingResources : ILiveEntityResourceLifecycle
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{
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public void Register(WorldEntity entity) { }
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public void Unregister(WorldEntity entity) { }
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}
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private sealed class NullAnimationLoader : IAnimationLoader
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{
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public Animation? LoadAnimation(uint id) => null;
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}
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private static WorldEntity EntityFactory(uint id, uint guid) => new()
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{
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Id = id,
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ServerGuid = guid,
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SourceGfxObjOrSetupId = 0x02000001u,
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Position = Vector3.Zero,
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Rotation = Quaternion.Identity,
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MeshRefs = Array.Empty<MeshRef>(),
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ParentCellId = Cell,
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};
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private static WorldSession.EntitySpawn Spawn(
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uint? objectDescriptionFlags,
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ushort objDescSequence)
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{
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var position = new CreateObject.ServerPosition(Cell, 10f, 10f, 5f, 1f, 0f, 0f, 0f);
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var timestamps = new PhysicsTimestamps(1, 1, 1, 1, 0, 1, 0, objDescSequence, 1);
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var physics = new PhysicsSpawnData(
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RawState: (uint)PhysicsStateFlags.ReportCollisions,
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Position: position,
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Movement: null,
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AnimationFrame: null,
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SetupTableId: 0x02000001u,
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MotionTableId: 0x09000001u,
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SoundTableId: null,
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PhysicsScriptTableId: null,
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Parent: null,
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Children: null,
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Scale: null,
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Friction: null,
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Elasticity: null,
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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: timestamps);
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return new WorldSession.EntitySpawn(
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Guid,
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position,
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0x02000001u,
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Array.Empty<CreateObject.AnimPartChange>(),
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Array.Empty<CreateObject.TextureChange>(),
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Array.Empty<CreateObject.SubPaletteSwap>(),
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null,
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null,
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"fixture",
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(uint)ItemType.Creature,
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null,
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0x09000001u,
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PhysicsState: (uint)PhysicsStateFlags.ReportCollisions,
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InstanceSequence: 1,
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MovementSequence: 1,
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ServerControlSequence: 1,
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PositionSequence: 1,
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ObjectDescriptionFlags: objectDescriptionFlags,
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Physics: physics);
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}
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[Fact]
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public void ObjDescAfterPkUpdate_RebuildKeepsLivePkLiteFlag()
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{
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var spatial = new GpuWorldState();
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spatial.AddLandblock(new LoadedLandblock(
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0x0101FFFFu, new LandBlock(), Array.Empty<WorldEntity>()));
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var lifetime = new RuntimeEntityObjectLifetime();
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lifetime.BindEventContext(
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static () => new RuntimeGenerationToken(1UL),
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static () => 1UL);
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var runtime = new LiveEntityRuntime(spatial, new RecordingResources(), lifetime);
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WorldSession.EntitySpawn spawn = Spawn(objectDescriptionFlags: 0x8u, objDescSequence: 1);
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runtime.RegisterLiveEntity(spawn);
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WorldEntity entity = runtime.MaterializeLiveEntity(
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spawn.Guid, Cell, id => EntityFactory(id, spawn.Guid))!;
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Assert.True(runtime.TryGetRecord(Guid, out LiveEntityRecord record));
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// Seed the object table exactly like CreateObject would.
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lifetime.Objects.AddOrUpdate(new ClientObject
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{
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ObjectId = Guid,
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PublicWeenieBitfield = 0x8u, // BF_PLAYER only
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});
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// Live PropertyInt(PlayerKillerStatus) = PKLite arrives.
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lifetime.Objects.UpdateIntProperty(
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Guid,
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ClientObjectTable.PlayerKillerStatusPropertyId,
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value: PlayerKillerStatusBitfield.PkLite);
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// Sanity: RuntimeEntityPvpBitfieldSnapshotSync already keeps the
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// canonical snapshot live — this is the source-of-truth fix.
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Assert.Equal(0x2000008u, record.Snapshot.ObjectDescriptionFlags);
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var setup = new Setup();
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setup.Parts.Add(0x0100AB01u);
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var builder = new LiveEntityCollisionBuilder(
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id => id == 0x0100AB01u,
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id => id == 0x0100AB01u ? 1f : null,
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new LiveEntityDefaultPoseResolver(
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_ => null,
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new NullAnimationLoader(),
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dumpMotion: false));
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var registry = new ShadowObjectRegistry();
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// Initial shadow registration, mirroring CreateObject-time behavior.
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LiveEntityCollisionRegistration initial = Assert.IsType<LiveEntityCollisionRegistration>(
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builder.Build(entity, setup, [], record.Snapshot, record, Vector3.Zero));
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LiveEntityCollisionBuilder.Register(registry, initial);
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ShadowEntry beforeObjDesc = Assert.Single(registry.GetObjectsInCell(Cell));
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Assert.True(beforeObjDesc.Flags.HasFlag(EntityCollisionFlags.IsPKLite));
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// F1 regression: an ObjDesc (equip/dequip) arrives AFTER the PK
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// update. InboundPhysicsStateController.ApplyAcceptedObjDesc merges
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// only ModelData/Physics-timestamp fields onto the OLD snapshot;
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// ObjectDescriptionFlags carries through from whatever `old` was —
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// which must already be live thanks to the snapshot-sync fix.
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var update = new ObjDescEvent.Parsed(
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Guid,
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new CreateObject.ModelData(
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0x04000001u,
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Array.Empty<CreateObject.SubPaletteSwap>(),
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Array.Empty<CreateObject.TextureChange>(),
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Array.Empty<CreateObject.AnimPartChange>()),
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InstanceSequence: 1,
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ObjDescSequence: 2);
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Assert.True(runtime.TryApplyObjDesc(update, out WorldSession.EntitySpawn accepted));
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Assert.Equal(0x2000008u, accepted.ObjectDescriptionFlags);
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Assert.Equal(0x2000008u, record.Snapshot.ObjectDescriptionFlags);
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// The appearance-rebuild path: LiveEntityCollisionBuilder.Build runs
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// again with the freshly-accepted spawn and the rebuilt collision
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// replaces the shadow registration (mirrors
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// LiveEntityAppearanceBinding.PrepareCollision/CommitCollision ->
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// LiveEntityCollisionBuilder.ReconcileAppearance).
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LiveEntityCollisionRegistration rebuilt = Assert.IsType<LiveEntityCollisionRegistration>(
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builder.Build(entity, setup, [], accepted, record, Vector3.Zero));
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LiveEntityCollisionBuilder.ReconcileAppearance(
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registry, entity.Id, rebuilt, suspendIfNew: false);
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ShadowEntry afterObjDesc = Assert.Single(registry.GetObjectsInCell(Cell));
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Assert.True(
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afterObjDesc.Flags.HasFlag(EntityCollisionFlags.IsPKLite),
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"the ObjDesc-triggered appearance rebuild must not revert a live PK-status change");
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}
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}
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