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>
289 lines
11 KiB
C#
289 lines
11 KiB
C#
using System.Numerics;
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using AcDream.App.Physics;
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using AcDream.App.Rendering.Vfx;
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using AcDream.App.Streaming;
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using AcDream.App.World;
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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.Plugins;
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using AcDream.Core.World;
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using AcDream.Plugin.Abstractions;
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using DatReaderWriter.DBObjs;
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namespace AcDream.App.Tests.World;
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public sealed class LiveEntityProjectionWithdrawalControllerTests
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{
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private const uint Guid = 0x70000200u;
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private const uint Cell = 0x01010001u;
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[Fact]
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public void ComponentFailure_StopsBeforeCanonicalWithdrawal_AndRetryConverges()
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{
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var fixture = new Fixture();
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LiveEntityRecord record = fixture.Spawn(instance: 1);
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fixture.Poses.EffectPoseChanged += ThrowOnPoseChange;
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Assert.Throws<InvalidOperationException>(() =>
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fixture.Controller.Withdraw(Guid, localPlayerGuid: 0u));
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Assert.True(record.IsSpatiallyProjected);
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Assert.Empty(fixture.GameState.Entities);
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Assert.Equal(0, fixture.Poses.Count);
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Assert.DoesNotContain(
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fixture.Physics.ShadowObjects.GetObjectsInCell(Cell),
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entry => entry.EntityId == record.WorldEntity!.Id);
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Assert.Equal(1, fixture.Physics.ShadowObjects.SuspendedRegistrationCount);
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fixture.Poses.EffectPoseChanged -= ThrowOnPoseChange;
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Assert.True(fixture.Controller.Withdraw(Guid, localPlayerGuid: 0u));
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Assert.False(record.IsSpatiallyProjected);
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static void ThrowOnPoseChange(uint _) =>
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throw new InvalidOperationException("fixture pose observer failure");
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}
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[Fact]
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public void RuntimeObserverFailure_CommitsCanonicalWithdrawalAfterComponentsRemoved()
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{
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var fixture = new Fixture();
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LiveEntityRecord record = fixture.Spawn(instance: 1);
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fixture.Live.ProjectionVisibilityChanged += ThrowOnHidden;
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Assert.ThrowsAny<Exception>(() =>
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fixture.Controller.Withdraw(Guid, localPlayerGuid: 0u));
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Assert.False(record.IsSpatiallyProjected);
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Assert.False(record.IsSpatiallyVisible);
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Assert.Empty(fixture.GameState.Entities);
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Assert.Equal(0, fixture.Poses.Count);
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static void ThrowOnHidden(LiveEntityRecord _, bool visible)
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{
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if (!visible)
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throw new InvalidOperationException("fixture runtime observer failure");
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}
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}
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[Fact]
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public void OrdinaryLeaveWorld_SuspendsRetainedShadow_AndReentryRestoresIt()
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{
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var fixture = new Fixture();
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LiveEntityRecord record = fixture.Spawn(instance: 1);
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uint localId = record.WorldEntity!.Id;
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Assert.Contains(
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fixture.Physics.ShadowObjects.GetObjectsInCell(Cell),
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entry => entry.EntityId == localId);
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Assert.True(fixture.Controller.Withdraw(Guid, localPlayerGuid: 0u));
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Assert.DoesNotContain(
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fixture.Physics.ShadowObjects.GetObjectsInCell(Cell),
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entry => entry.EntityId == localId);
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Assert.True(fixture.Live.RebucketLiveEntity(Guid, Cell));
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Assert.Contains(
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fixture.Physics.ShadowObjects.GetObjectsInCell(Cell),
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entry => entry.EntityId == localId);
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}
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[Fact]
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public void ComponentCallbackReplacesGuid_DoesNotWithdrawReplacement()
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{
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var fixture = new Fixture();
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LiveEntityRecord old = fixture.Spawn(instance: 1);
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LiveEntityRecord? replacement = null;
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bool replacing = false;
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fixture.LocalShadow.Set(Vector3.One, Quaternion.Identity, Cell);
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fixture.Poses.EffectPoseChanged += OnPoseChanged;
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Assert.False(fixture.Controller.Withdraw(Guid, localPlayerGuid: Guid));
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Assert.NotNull(replacement);
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Assert.True(fixture.Live.TryGetRecord(Guid, out LiveEntityRecord current));
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Assert.Same(replacement, current);
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Assert.True(current.IsSpatiallyProjected);
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Assert.Equal(new Vector3(9f, 9f, 9f), current.WorldEntity!.Position);
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Assert.NotNull(fixture.LocalShadow.Current);
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Assert.NotSame(old, current);
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void OnPoseChanged(uint localId)
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{
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if (replacement is not null || replacing || localId != old.WorldEntity!.Id)
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return;
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replacing = true;
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replacement = fixture.Spawn(instance: 2, position: new Vector3(9f, 9f, 9f));
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fixture.LocalShadow.Set(new Vector3(9f), Quaternion.Identity, Cell);
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}
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}
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[Fact]
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public void ComponentCallbackReprojectsSameIncarnation_DoesNotWithdrawNewPosition()
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{
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var fixture = new Fixture();
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LiveEntityRecord record = fixture.Spawn(instance: 1);
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bool reentered = false;
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fixture.Poses.EffectPoseChanged += OnPoseChanged;
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Assert.False(fixture.Controller.Withdraw(Guid, localPlayerGuid: 0u));
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Assert.True(record.IsSpatiallyProjected);
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Assert.True(record.IsSpatiallyVisible);
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Assert.Equal(new Vector3(8f, 7f, 6f), record.WorldEntity!.Position);
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Assert.Contains(fixture.GameState.Entities, entity => entity.Id == record.WorldEntity.Id);
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Assert.Equal(1, fixture.Poses.Count);
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void OnPoseChanged(uint localId)
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{
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if (reentered || localId != record.WorldEntity!.Id)
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return;
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reentered = true;
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var position = new WorldSession.EntityPositionUpdate(
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Guid,
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new CreateObject.ServerPosition(
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Cell, 8f, 7f, 6f, 1f, 0f, 0f, 0f),
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Velocity: null,
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PlacementId: null,
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IsGrounded: true,
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InstanceSequence: 1,
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PositionSequence: 2,
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TeleportSequence: 0,
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ForcePositionSequence: 0);
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Assert.True(fixture.Live.TryApplyPosition(
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position,
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isLocalPlayer: false,
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forcePositionRotation: null,
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currentLocalVelocity: null,
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out PositionTimestampDisposition disposition,
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out WorldSession.EntitySpawn accepted,
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out _));
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Assert.Equal(PositionTimestampDisposition.Apply, disposition);
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record.WorldEntity.SetPosition(new Vector3(8f, 7f, 6f));
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Assert.True(fixture.Live.RebucketLiveEntity(
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Guid,
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accepted.Position!.Value.LandblockId));
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var snapshot = new WorldEntitySnapshot(
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record.WorldEntity.Id,
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record.WorldEntity.SourceGfxObjOrSetupId,
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record.WorldEntity.Position,
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record.WorldEntity.Rotation);
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fixture.GameState.Add(snapshot);
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fixture.Events.UpsertCurrent(snapshot);
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fixture.Poses.PublishMeshRefs(record.WorldEntity);
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}
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}
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[Fact]
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public void LogicalLocalPlayerTeardownWithoutReplacement_ClearsShadowSnapshot()
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{
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var fixture = new Fixture();
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fixture.Spawn(instance: 1);
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fixture.LocalShadow.Set(Vector3.One, Quaternion.Identity, Cell);
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Assert.True(fixture.Live.UnregisterLiveEntity(
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new DeleteObject.Parsed(Guid, InstanceSequence: 1),
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isLocalPlayer: false));
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Assert.Null(fixture.LocalShadow.Current);
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}
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private sealed class Fixture
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{
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internal Fixture()
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{
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Spatial.AddLandblock(new LoadedLandblock(
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(Cell & 0xFFFF0000u) | 0xFFFFu,
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new LandBlock(),
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Array.Empty<WorldEntity>()));
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var lifecycle = new DeferredLiveEntityRuntimeComponentLifecycle();
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Live = LiveEntityRuntimeFixture.Create(
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Spatial,
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new DelegateLiveEntityResourceLifecycle(_ => { }, _ => { }),
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lifecycle,
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Physics);
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Projectiles = new ProjectileController(
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Live);
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Controller = new LiveEntityProjectionWithdrawalController(
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Live,
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Projectiles,
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GameState,
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Events,
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Physics.ShadowObjects,
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Poses,
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LocalShadow);
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Presentation = new LiveEntityPresentationController(
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Live,
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Physics.ShadowObjects,
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(_, _, _) => false,
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new LiveEntityPartArrayEnterWorldPort(_ => { }));
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lifecycle.Bind(new DelegateLiveEntityRuntimeComponentLifecycle(
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record => Controller.LeaveWorld(record, Guid)));
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}
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internal GpuWorldState Spatial { get; } = new();
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internal LiveEntityRuntime Live { get; }
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internal PhysicsEngine Physics { get; } = new();
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internal ProjectileController Projectiles { get; }
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internal WorldGameState GameState { get; } = new();
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internal WorldEvents Events { get; } = new();
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internal EntityEffectPoseRegistry Poses { get; } = new();
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internal LocalPlayerShadowState LocalShadow { get; } = new();
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internal LiveEntityProjectionWithdrawalController Controller { get; }
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internal LiveEntityPresentationController Presentation { get; }
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internal LiveEntityRecord Spawn(ushort instance, Vector3? position = null)
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{
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WorldSession.EntitySpawn spawn = new(
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Guid,
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new CreateObject.ServerPosition(Cell, 1f, 2f, 3f, 1f, 0f, 0f, 0f),
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0x02000200u,
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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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BasePaletteId: null,
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ObjScale: 1f,
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Name: "projection fixture",
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ItemType: null,
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MotionState: null,
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MotionTableId: null,
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InstanceSequence: instance);
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// C3c: residence admission requires the flattened parser
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// projections to agree with a nested PhysicsDesc block.
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spawn = spawn.WithConsistentPhysics();
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LiveEntityRecord record = Live.RegisterAndMaterializeProjection(
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spawn,
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id => new WorldEntity
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{
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Id = id,
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ServerGuid = Guid,
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SourceGfxObjOrSetupId = 0x02000200u,
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Position = position ?? new Vector3(1f, 2f, 3f),
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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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WorldEntity entity = Assert.IsType<WorldEntity>(record.WorldEntity);
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var snapshot = new WorldEntitySnapshot(
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entity.Id,
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entity.SourceGfxObjOrSetupId,
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entity.Position,
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entity.Rotation);
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GameState.Add(snapshot);
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Events.UpsertCurrent(snapshot);
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Poses.PublishMeshRefs(entity);
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Physics.ShadowObjects.Register(
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entity.Id,
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entity.SourceGfxObjOrSetupId,
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entity.Position,
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entity.Rotation,
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radius: 0.5f,
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worldOffsetX: 0f,
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worldOffsetY: 0f,
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landblockId: Cell,
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seedCellId: Cell,
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isStatic: false);
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Assert.True(Presentation.OnLiveEntityReady(Guid));
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return record;
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}
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}
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}
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