acdream/src/AcDream.App/Physics
Erik 55b07f6a62
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refactor(physics): hoist the live-entity collision builder to Runtime (#330 groundwork)
LiveEntityCollisionBuilder and LiveEntityDefaultPoseResolver move from
AcDream.App.Physics to AcDream.Runtime.Physics with no behaviour change
— diff-verified byte-identical shape math by both review lenses. The
Build signature's App-record parameter is replaced by presentation-free
primitives with identical guard semantics, INCLUDING the
FinalPhysicsState read the contract had missed and the implementer
surfaced rather than dropped. Visibility stays internal: Runtime's
existing InternalsVisibleTo grants already cover every consumer, so the
implementation's public widening is reverted per the architecture
review's finding 11.

The registration WIRING is deliberately WITHHELD. Both Opus lenses
failed it, converging: a shadow registered at spawn freezes there
(RuntimeRemotePhysicsUpdater is Runtime-homed but App-driven — nothing
headless ticks it), so a walking NPC becomes a phantom obstacle at its
spawn point while the real NPC still passes through the bot; three of
five shadow-lifetime edges leaked (pickup leaves a permanent invisible
collider, supersession orphans a duplicate, generation reset never
unregisters and the K-ledger convergence oracle only checks retained
shadows AFTER disposal clears them); and headless cannot resolve BSP
collision assets at all, so doors and chests would still be
walk-through. The frozen-shadow root was the SESSION LEAD's contract
error (fact 3), not the implementer's.

#330 stays OPEN, rewritten as the seven-point scope map the reviews
produced — the honest overnight deliverable is that map, not a
half-mechanism carrying new divergences.

Suite 11,235 passed / 4 skipped / 0 failed (the withheld seam's two
tests account for the delta from the implementation run's 11,237).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 01:49:13 +02:00
..
DeferredLiveEntityMotionRuntimeBindings.cs fix(physics): TS-46 - seed the sweep from the Setup's own sphere list 2026-07-30 09:05:44 +02:00
EntityPhysicsHostComposition.cs refactor(runtime): own per-session physics simulation 2026-07-26 13:39:57 +02:00
ILocalPlayerLandblockSource.cs refactor(streaming): extract the update frame 2026-07-22 01:01:04 +02:00
InboundInterpretedMotionFactory.cs fix(combat): apply server attack motions locally 2026-07-11 13:34:55 +02:00
LiveCollisionAssetPublisher.cs refactor(physics): remove parsed collision graphs 2026-07-25 18:21:19 +02:00
LiveEntityInboundAuthorityGate.cs fix(interaction): restore retail loot placement and world-drop projection 2026-07-27 00:03:15 +02:00
LiveEntityMotionRuntimeController.cs fix(interaction): restore distant use after runtime cutover 2026-08-03 09:36:53 +02:00
LiveEntityNetworkUpdateController.cs fix(physics): C4 route 3 — portal placement authority (local player) 2026-08-05 03:57:37 +02:00
LiveEntityOrdinaryPhysicsUpdater.cs fix(physics): TS-23 - plumb real PK/PKLite/Impenetrable mover flags 2026-07-30 09:52:55 +02:00
LiveEntityPvpBitfieldSync.cs fix(physics): #297 — keep the PWD bitfield live so PK status reaches the client 2026-08-03 20:59:01 +02:00
LiveEntityShadowPublisher.cs refactor(runtime): close simulation ownership 2026-07-26 15:53:31 +02:00
LiveEntityVectorRoute.cs refactor(world): extract live entity network updates 2026-07-21 19:11:49 +02:00
LocalPlayerShadowState.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
LocalPlayerShadowSynchronizer.cs refactor(runtime): extract local teleport and player mode 2026-07-22 02:50:15 +02:00
ProjectileController.cs fix(review): close the C5b architecture-review findings (D2/D3/D4, L1-L5, S1) 2026-08-05 22:08:46 +02:00
RemoteInboundMotionDispatcher.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
RemoteMovementObservationTracker.cs refactor(app): key live projections by runtime identity 2026-07-25 21:50:58 +02:00
RemotePhysicsUpdater.cs fix(physics): TS-23 - plumb real PK/PKLite/Impenetrable mover flags 2026-07-30 09:52:55 +02:00
RemoteServerControlledVelocityCycle.cs refactor(world): extract live entity network updates 2026-07-21 19:11:49 +02:00
RemoteTeleportHook.cs feat(core): adopt retail's full WeenieError code table 2026-07-29 07:33:27 +02:00