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>
91 lines
4 KiB
C#
91 lines
4 KiB
C#
using AcDream.App.World;
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using AcDream.Core.Items;
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using AcDream.Core.Physics;
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namespace AcDream.App.Physics;
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/// <summary>
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/// #297 second edge: keeps a live entity's collision-shadow
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/// <see cref="EntityCollisionFlags"/> synced with its
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/// <see cref="ClientObject.PublicWeenieBitfield"/> after a live
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/// PropertyInt(PlayerKillerStatus) update.
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///
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/// <para>
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/// The MOVER side of the retail PvP exemption already refreshes for free:
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/// <see cref="EntityCollisionFlagsExt.ResolveMoverPvpState"/> reads
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/// <see cref="ClientObject.PublicWeenieBitfield"/> straight from the table on
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/// every call, so once <c>ClientObjectTable.UpdateIntProperty</c> rewrites
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/// that field (see <see cref="PlayerKillerStatusBitfield"/>) the next mover
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/// query already sees it. The TARGET side is different: <c>CollisionExemption
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/// .ShouldSkip</c> reads a decoded <see cref="EntityCollisionFlags"/> value
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/// cached on the <see cref="ShadowObjectRegistry"/> entry at registration
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/// time (<c>LiveEntityCollisionBuilder.Build</c>).
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/// </para>
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///
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/// <para>
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/// This class is the IMMEDIATE fix — it makes the shadow-registry flags
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/// track a PK-status change the moment PropertyInt 134 arrives, with no wait
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/// for any other event. It is NOT sufficient by itself: review round 2 (F1)
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/// found that the same <c>LiveEntityCollisionBuilder.Build</c> registration
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/// path re-runs on every ObjDesc/appearance change (any equip/dequip) and
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/// rebuilds the shadow flags from <c>spawn.ObjectDescriptionFlags</c> — the
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/// canonical Runtime snapshot, NOT this class's write target — so without a
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/// companion fix a later equip would silently revert the flags this class
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/// just wrote. <see cref="AcDream.Runtime.Entities.RuntimeEntityPvpBitfieldSnapshotSync"/>
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/// closes that gap by keeping the snapshot itself live, so every rebuild
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/// (and the placement/teleport mover-flags path, which reads the snapshot
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/// directly) reproduces the same correct value instead of a stale one. The
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/// two classes write to two different stores (this one: the shadow
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/// registry's cached per-cell flags; that one: the canonical wire snapshot)
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/// and are not a duplicate-authority pair — removing either reopens a
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/// distinct symptom.
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/// </para>
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///
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/// <para>
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/// Subscribes to every <see cref="ClientObjectTable.ObjectUpdated"/> rather
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/// than filtering to PropertyInt 134 alone: the recompute is a cheap
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/// dictionary lookup plus a bitmask merge
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/// (<see cref="ShadowObjectRegistry.UpdatePwdBitfieldFlags"/>, which
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/// short-circuits on an unchanged result — see its own remarks for why that
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/// guard is load-bearing), it is a no-op for any object without a live
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/// shadow registration, and it stays correct for any future
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/// PWD-bitfield-affecting property without another wiring change.
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/// </para>
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/// </summary>
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internal sealed class LiveEntityPvpBitfieldSync : IDisposable
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{
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private readonly ClientObjectTable _objects;
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private readonly LiveEntityRuntime _liveEntities;
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private readonly ShadowObjectRegistry _shadows;
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private bool _disposed;
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public LiveEntityPvpBitfieldSync(
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ClientObjectTable objects,
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LiveEntityRuntime liveEntities,
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ShadowObjectRegistry shadows)
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{
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_objects = objects ?? throw new ArgumentNullException(nameof(objects));
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_liveEntities = liveEntities ?? throw new ArgumentNullException(nameof(liveEntities));
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_shadows = shadows ?? throw new ArgumentNullException(nameof(shadows));
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_objects.ObjectUpdated += OnObjectUpdated;
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}
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private void OnObjectUpdated(ClientObject item)
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{
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if (item.PublicWeenieBitfield is not { } bitfield)
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return;
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if (!_liveEntities.TryGetRecord(item.ObjectId, out LiveEntityRecord record)
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|| record.WorldEntity is not { } entity)
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{
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return;
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}
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_shadows.UpdatePwdBitfieldFlags(entity.Id, bitfield);
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}
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public void Dispose()
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{
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if (_disposed) return;
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_disposed = true;
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_objects.ObjectUpdated -= OnObjectUpdated;
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}
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}
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