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>
59 lines
2.3 KiB
C#
59 lines
2.3 KiB
C#
namespace AcDream.App.Tests.Input;
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/// <summary>
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/// C3c-F2 (2026-08-02): source pin for the production player-mode auto-entry
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/// precondition. <c>PlayerModeAutoEntry</c> is a ONE-SHOT that disarms before
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/// invoking its callback, and the production callback completes the world
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/// reveal, so an attempt made before the Runtime first-entry conductor has
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/// committed permanently seals the reveal with the player never in world —
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/// the second link of the connected-gate login wedge
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/// (logs/connected-world-gate-20260802-130455: one "not committed yet" line,
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/// then event=complete with materialized=False and 5,577
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/// readiness-after-terminal rejections). The production context therefore has
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/// to report the same commit <c>PlayerModeController.TryEnter</c> requires.
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/// The guard's own one-shot/latch behavior is covered behaviorally by
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/// AcDream.Core.Tests.Input.AutoEnterPlayerModeTests; only the production
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/// context's dependency graph (a ~15-dependency PlayerModeController) has no
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/// focused harness, hence the source pin.
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/// </summary>
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public sealed class C3cF2AutoEntryWiringTests
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{
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[Fact]
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public void ProductionAutoEntryRequiresTheRuntimePublishedController()
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{
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string source = ReadSource("Input", "PlayerModeAutoEntry.cs");
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Assert.DoesNotContain(
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"public bool IsPlayerControllerReady => true;",
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source,
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StringComparison.Ordinal);
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Assert.Contains(
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"IsRuntimePublished: true",
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source,
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StringComparison.Ordinal);
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Assert.Contains(
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"record.PhysicsHost is EntityPhysicsHost",
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source,
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StringComparison.Ordinal);
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}
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private static string ReadSource(params string[] relativePath)
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{
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DirectoryInfo? directory = new(AppContext.BaseDirectory);
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while (directory is not null)
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{
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if (File.Exists(Path.Combine(directory.FullName, "AcDream.slnx")))
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{
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return File.ReadAllText(Path.Combine(
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directory.FullName,
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"src",
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"AcDream.App",
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Path.Combine(relativePath)));
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}
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directory = directory.Parent;
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}
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throw new DirectoryNotFoundException("Could not find AcDream.slnx.");
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}
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}
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