Restore the named-retail object update order across local, remote, static, projectile, animation, shadow, teleport, and effect lifetimes. Separate authoritative root commits from spatial rebucketing, preserve per-owner hook/FIFO ordering, and remove update-path allocations with exact lifecycle and residency gates. Add deterministic conformance, adversarial lifetime, GUID-reuse, pending-cell, quaternion, timestamp, and allocation coverage. Release build is warning-free and all 6,446 tests pass with five intentional skips; retail, architecture, and adversarial reviews are clean. Co-authored-by: OpenAI Codex <codex@openai.com>
396 lines
16 KiB
C#
396 lines
16 KiB
C#
using AcDream.App.Physics;
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using AcDream.Core.Physics;
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namespace AcDream.App.World;
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/// <summary>
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/// Applies the presentation/collision side effects of accepted retail
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/// PhysicsState transitions after the canonical live owner is ready.
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/// Logical ownership stays in <see cref="LiveEntityRuntime"/>; Hidden never
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/// unregisters scripts, particles, lights, meshes, or the live record.
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/// </summary>
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/// <remarks>
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/// Ports <c>CPhysicsObj::set_state</c> (<c>0x00514DD0</c>),
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/// <c>set_nodraw</c> (<c>0x0050FCA0</c>), and <c>set_hidden</c>
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/// (<c>0x00514C60</c>). Typed script ids are retail
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/// <c>PS_UnHide=0x75</c> and <c>PS_Hidden=0x76</c> from <c>acclient.h</c>.
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/// </remarks>
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public sealed class LiveEntityPresentationController : IDisposable
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{
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public const uint UnHideScriptType = 0x75u;
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public const uint HiddenScriptType = 0x76u;
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private readonly LiveEntityRuntime _liveEntities;
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private readonly ShadowObjectRegistry _shadows;
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private readonly Func<uint, uint, float, bool> _playTyped;
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private readonly Action<uint, bool> _setDirectChildrenNoDraw;
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private readonly Action<uint> _clearInvalidTarget;
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private readonly Func<(int X, int Y)> _liveCenter;
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private readonly Action<uint>? _onShadowRestored;
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private readonly Action<uint> _handlePartArrayEnterWorld;
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private readonly Dictionary<uint, ushort> _readyGenerationByGuid = new();
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private readonly Dictionary<uint, ushort> _suspendedShadowGenerationByGuid = new();
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private readonly Dictionary<uint, ushort> _activePlacementGenerationByGuid = new();
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private readonly HashSet<LiveEntityRecord> _drainingRecords = new();
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private bool _disposed;
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public LiveEntityPresentationController(
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LiveEntityRuntime liveEntities,
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ShadowObjectRegistry shadows,
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Func<uint, uint, float, bool> playTyped,
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Action<uint, bool>? setDirectChildrenNoDraw = null,
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Action<uint>? clearInvalidTarget = null,
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Func<(int X, int Y)>? liveCenter = null,
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Action<uint>? onShadowRestored = null,
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Action<uint>? handlePartArrayEnterWorld = null)
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{
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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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_playTyped = playTyped ?? throw new ArgumentNullException(nameof(playTyped));
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_setDirectChildrenNoDraw = setDirectChildrenNoDraw ?? ((_, _) => { });
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_clearInvalidTarget = clearInvalidTarget ?? (_ => { });
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_liveCenter = liveCenter ?? (() => (0, 0));
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_onShadowRestored = onShadowRestored;
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_handlePartArrayEnterWorld = handlePartArrayEnterWorld ?? (_ => { });
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_liveEntities.ProjectionVisibilityChanged += OnProjectionVisibilityChanged;
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}
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/// <summary>
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/// Opens the state-side-effect barrier after render/effect owners have
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/// registered, then drains constructor and pre-materialization transitions
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/// exactly once in accepted order.
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/// </summary>
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public bool OnLiveEntityReady(uint serverGuid)
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{
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if (!_liveEntities.TryGetRecord(serverGuid, out LiveEntityRecord record)
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|| record.WorldEntity is null
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|| !record.ResourcesRegistered)
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{
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return false;
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}
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_readyGenerationByGuid[serverGuid] = record.Generation;
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if (!ApplyPendingTransitions(record)
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|| record.WorldEntity is not { } entity
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|| !IsCurrent(record, entity))
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{
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return false;
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}
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// An object can materialize into a pending landblock before collision
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// registration and before this ready barrier opens. Its initial false
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// visibility edge therefore had nothing to suspend. Reconcile here,
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// after every create-time owner exists, so the retained registration
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// cannot remain active offscreen and hydration has a restore marker.
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SuspendOrdinaryShadowOutsideProjection(record, entity);
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return IsCurrent(record, entity);
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}
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/// <summary>Drains a newly accepted SetState when this incarnation is ready.</summary>
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public bool OnStateAccepted(uint serverGuid)
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{
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if (!_liveEntities.TryGetRecord(serverGuid, out LiveEntityRecord record)
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|| !_readyGenerationByGuid.TryGetValue(serverGuid, out ushort generation)
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|| generation != record.Generation)
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{
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return false;
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}
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return ApplyPendingTransitions(record);
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}
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/// <summary>
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/// Retains ownership of a collision shadow that another retail transition
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/// suspended while this incarnation's spatial projection is unavailable.
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/// Hidden/UnHide and teleport rollback intentionally converge on this one
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/// generation-scoped restoration marker.
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/// </summary>
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public bool DeferShadowRestore(uint serverGuid, ushort generation)
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=> CompleteAuthoritativePlacement(serverGuid, generation, deferShadowRestore: true);
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/// <summary>
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/// Completes active placement ownership after its final frame/cell is
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/// known, either returning a stable deferred restore to presentation or
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/// clearing the suspension for an immediate controller-owned restore.
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/// </summary>
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public bool CompleteAuthoritativePlacement(
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uint serverGuid,
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ushort generation,
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bool deferShadowRestore)
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{
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if (!_liveEntities.TryGetRecord(serverGuid, out LiveEntityRecord record)
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|| record.Generation != generation
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|| record.WorldEntity is null)
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{
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return false;
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}
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if (_activePlacementGenerationByGuid.TryGetValue(
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serverGuid,
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out ushort activeGeneration)
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&& activeGeneration == generation)
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{
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_activePlacementGenerationByGuid.Remove(serverGuid);
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}
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if (deferShadowRestore)
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_suspendedShadowGenerationByGuid[serverGuid] = generation;
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else if (_suspendedShadowGenerationByGuid.TryGetValue(
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serverGuid,
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out ushort deferredGeneration)
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&& deferredGeneration == generation)
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_suspendedShadowGenerationByGuid.Remove(serverGuid);
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return true;
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}
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/// <summary>
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/// Transfers a deferred restore to a newer authoritative placement before
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/// that placement rebuckets and can become visible. The placement hands
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/// ownership back after it reaches a stable Hidden destination/rollback;
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/// this prevents an intervening UnHide from restoring an unresolved pose.
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/// </summary>
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public bool BeginAuthoritativePlacement(uint serverGuid, ushort generation)
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{
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if (!_liveEntities.TryGetRecord(serverGuid, out LiveEntityRecord record)
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|| record.Generation != generation)
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{
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return false;
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}
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_activePlacementGenerationByGuid[serverGuid] = generation;
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if (_suspendedShadowGenerationByGuid.TryGetValue(
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serverGuid,
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out ushort deferredGeneration)
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&& deferredGeneration == generation)
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{
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_suspendedShadowGenerationByGuid.Remove(serverGuid);
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}
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return true;
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}
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internal bool HasDeferredShadowRestore(uint serverGuid) =>
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_suspendedShadowGenerationByGuid.ContainsKey(serverGuid);
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internal bool HasActivePlacement(uint serverGuid) =>
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_activePlacementGenerationByGuid.ContainsKey(serverGuid);
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internal int ReadyOwnerCount => _readyGenerationByGuid.Count;
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internal int DeferredShadowRestoreCount => _suspendedShadowGenerationByGuid.Count;
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internal int ActivePlacementCount => _activePlacementGenerationByGuid.Count;
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public void Forget(LiveEntityRecord record)
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{
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ArgumentNullException.ThrowIfNull(record);
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if (_readyGenerationByGuid.TryGetValue(record.ServerGuid, out ushort generation)
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&& generation == record.Generation)
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{
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_readyGenerationByGuid.Remove(record.ServerGuid);
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}
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if (_suspendedShadowGenerationByGuid.TryGetValue(
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record.ServerGuid,
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out ushort suspendedGeneration)
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&& suspendedGeneration == record.Generation)
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{
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_suspendedShadowGenerationByGuid.Remove(record.ServerGuid);
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}
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if (_activePlacementGenerationByGuid.TryGetValue(
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record.ServerGuid,
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out ushort activeGeneration)
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&& activeGeneration == record.Generation)
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{
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_activePlacementGenerationByGuid.Remove(record.ServerGuid);
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}
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_drainingRecords.Remove(record);
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}
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public void Clear()
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{
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_readyGenerationByGuid.Clear();
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_suspendedShadowGenerationByGuid.Clear();
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_activePlacementGenerationByGuid.Clear();
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_drainingRecords.Clear();
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}
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public void Dispose()
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{
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if (_disposed)
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return;
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_disposed = true;
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_liveEntities.ProjectionVisibilityChanged -= OnProjectionVisibilityChanged;
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Clear();
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}
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private bool ApplyPendingTransitions(LiveEntityRecord record)
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{
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// State callbacks can synchronously accept another SetState. Retail's
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// update thread completes the current transition before the next FIFO
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// entry; a recursive drain would interleave Visible halfway through
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// Hidden and then let the older side effects win last.
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if (!_drainingRecords.Add(record))
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return IsCurrent(record, record.WorldEntity);
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try
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{
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while (record.TryDequeueStateTransition(out RetailPhysicsStateTransition transition))
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{
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if (record.WorldEntity is not { } entity
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|| !IsCurrent(record, entity))
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{
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return false;
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}
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// set_state writes the final state before any PartArray/cell side
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// effect. Retained shadow registrations must see those same bits
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// even while their cell rows are suspended.
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_shadows.UpdatePhysicsState(entity.Id, (uint)transition.FinalState);
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switch (transition.HiddenTransition)
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{
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case RetailHiddenTransition.BecameHidden:
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_playTyped(entity.Id, HiddenScriptType, 1f);
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if (!IsCurrent(record, entity))
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return false;
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_setDirectChildrenNoDraw(record.ServerGuid, true);
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if (!IsCurrent(record, entity))
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return false;
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_shadows.Suspend(entity.Id);
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if (!IsPlacementActive(record))
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_suspendedShadowGenerationByGuid[record.ServerGuid] = record.Generation;
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// Retail CPhysicsObj::set_hidden @ 0x00514C60 calls
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// CPartArray::HandleEnterWorld after hiding the object
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// from its cell. Despite the name, this is the motion
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// timeline boundary: it strips link animations and
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// aborts every pending completion through
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// MotionTableManager::HandleEnterWorld @ 0x0051BDD0.
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_handlePartArrayEnterWorld(entity.Id);
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if (!IsCurrent(record, entity))
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return false;
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_clearInvalidTarget(record.ServerGuid);
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if (!IsCurrent(record, entity))
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return false;
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break;
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case RetailHiddenTransition.BecameVisible:
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_playTyped(entity.Id, UnHideScriptType, 1f);
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if (!IsCurrent(record, entity))
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return false;
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_setDirectChildrenNoDraw(record.ServerGuid, false);
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if (!IsCurrent(record, entity))
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return false;
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// Retail invokes the same PartArray boundary before
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// CObjCell::unhide_object restores cell visibility.
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_handlePartArrayEnterWorld(entity.Id);
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if (!IsCurrent(record, entity))
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return false;
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bool restored = !IsPlacementActive(record)
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&& RestoreShadow(record, entity);
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if (!IsCurrent(record, entity))
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return false;
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if (restored)
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_suspendedShadowGenerationByGuid.Remove(record.ServerGuid);
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break;
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}
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}
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return IsCurrent(record, record.WorldEntity);
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}
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finally
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{
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_drainingRecords.Remove(record);
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}
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}
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private bool RestoreShadow(LiveEntityRecord record, AcDream.Core.World.WorldEntity entity)
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{
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if (!record.IsSpatiallyProjected
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|| !record.IsSpatiallyVisible
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|| record.FullCellId == 0)
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{
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return false;
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}
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(int centerX, int centerY) = _liveCenter();
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ShadowPositionSynchronizer.Sync(
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_shadows,
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entity.Id,
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entity.Position,
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entity.Rotation,
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record.FullCellId,
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centerX,
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centerY);
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_onShadowRestored?.Invoke(record.ServerGuid);
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return true;
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}
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private void OnProjectionVisibilityChanged(LiveEntityRecord record, bool visible)
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{
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if (record.WorldEntity is not { } entity
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|| !IsCurrent(record, entity))
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{
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return;
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}
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// exit_world removes an ordinary object's collision rows on the same
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// projection edge that suspends its object clock. Keep the retained
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// registration so a stationary object can be restored immediately on
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// hydration; it may have no later movement quantum to repair itself.
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// Projectiles and active authoritative placements own their matching
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// suspend/restore transaction in their dedicated controllers.
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if (!visible)
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{
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SuspendOrdinaryShadowOutsideProjection(record, entity);
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return;
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}
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if ((record.FinalPhysicsState & PhysicsStateFlags.Hidden) != 0
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|| IsPlacementActive(record)
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|| !_readyGenerationByGuid.TryGetValue(record.ServerGuid, out ushort readyGeneration)
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|| readyGeneration != record.Generation
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|| !_suspendedShadowGenerationByGuid.TryGetValue(
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record.ServerGuid,
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out ushort suspendedGeneration)
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|| suspendedGeneration != record.Generation)
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{
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return;
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}
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bool restored = RestoreShadow(record, entity);
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if (!IsCurrent(record, entity))
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return;
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if (restored)
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_suspendedShadowGenerationByGuid.Remove(record.ServerGuid);
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}
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private void SuspendOrdinaryShadowOutsideProjection(
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LiveEntityRecord record,
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AcDream.Core.World.WorldEntity entity)
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{
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if (record.IsSpatiallyVisible
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|| record.ProjectileRuntime is not null
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|| IsPlacementActive(record)
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|| !_readyGenerationByGuid.TryGetValue(
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record.ServerGuid,
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out ushort readyGeneration)
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|| readyGeneration != record.Generation
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|| !_shadows.Suspend(entity.Id))
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{
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return;
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}
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_suspendedShadowGenerationByGuid[record.ServerGuid] = record.Generation;
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}
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private bool IsCurrent(
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LiveEntityRecord record,
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AcDream.Core.World.WorldEntity? entity) =>
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entity is not null
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&& _liveEntities.TryGetRecord(record.ServerGuid, out LiveEntityRecord current)
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&& ReferenceEquals(current, record)
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&& ReferenceEquals(current.WorldEntity, entity);
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private bool IsPlacementActive(LiveEntityRecord record) =>
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_activePlacementGenerationByGuid.TryGetValue(
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record.ServerGuid,
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out ushort generation)
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&& generation == record.Generation;
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}
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