CreateObject positions are landblock-local, but Runtime first-entry previously submitted remotes with a zero world offset. Runtime now owns the accepted local-player world-frame center and converts remote placements before SetPosition. The local physics host also publishes body.Position rather than CellPosition's landblock-local origin, so TargetManager no longer directs monsters toward a phantom player position. User gate: monster/static placement, chase, and attacks accepted outside Tusker Barracks.
652 lines
29 KiB
C#
652 lines
29 KiB
C#
using AcDream.Content;
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using AcDream.Core.Physics;
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using AcDream.Runtime.Physics;
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namespace AcDream.Runtime.Entities;
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/// <summary>
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/// Typed yields for <see cref="RuntimeRemoteFirstEntryState.Advance"/>.
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/// Mirrors the C3a conductor's vocabulary
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/// (<c>RuntimeLocalPlayerFirstEntryStatus</c>) rather than inventing a
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/// parallel one; the two publication-only statuses have no remote analog.
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/// </summary>
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internal enum RuntimeRemoteFirstEntryStatus : byte
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{
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/// <summary>
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/// The underlying <see cref="RuntimeInitialCreateContinuationExecutor.Execute"/>
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/// call reported <c>Completed</c>: residence consumed, initial tail and
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/// FIFO drained, ExecutorCompleted receipt dispatched. Terminal.
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/// </summary>
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Completed,
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/// <summary>
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/// The authored-mover Setup read
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/// (<see cref="RuntimeSetPositionState.TryPrepareAuthoredMover"/>) is not
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/// yet available. Retry with the same arguments once the prepared-asset
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/// package lands; no Runtime state changed.
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/// </summary>
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AwaitingCollisionSource,
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/// <summary>
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/// The submitted placement deferred (<c>DeferredCell</c> — destination
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/// collision generation not ready, or a collision-prefix quiescence held
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/// it) and its parked operation has not produced an acknowledgeable
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/// Place projection yet. The wake is internal to
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/// <see cref="RuntimeSetPositionState"/> (collision-generation commit
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/// drives <c>RetryDeferred</c>); retry <see cref="Advance"/> after it.
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/// </summary>
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AwaitingPlacement,
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/// <summary>
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/// Our projection exists but could not be acknowledged this call —
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/// either another entity's receipt sits ahead of ours in the one ordered
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/// FIFO, or <see cref="RuntimeInitialCreateContinuationExecutor.Execute"/>
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/// still observed <c>PendingPlacement</c>. Retry the same stage.
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/// </summary>
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AwaitingReceiptAcknowledgement,
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/// <summary>
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/// Passthrough of the executor's own <c>AwaitingContinuationPlacement</c>
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/// — a later FIFO continuation needs its own authored placement before
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/// the drain can finish; entirely the executor's concern from here on.
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/// </summary>
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AwaitingContinuationPlacement,
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/// <summary>
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/// A reentrant <see cref="Advance"/> for the SAME entity arrived while an
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/// outer call for it was still on the stack, or another owner's
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/// body/remote-motion binding callback is mid-flight on this record.
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/// Retry once the outer call has returned.
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/// </summary>
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Contention,
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/// <summary>
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/// The residence token matches nothing this conductor can own — including
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/// a LOCAL-PLAYER lease (<see cref="RuntimeSetPositionOperationKind.InitialLogin"/>),
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/// which belongs to the C3a conductor, never this one.
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/// </summary>
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RejectedToken,
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/// <summary>
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/// An authority-shaped failure (stale epoch/session/identity, deleted or
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/// replaced record, a foreign physics body bound out-of-band, a rejected
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/// or cancelled submission). Abandoned; progress removed. The caller must
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/// begin a fresh sequence (a new residence lease), never retry this call.
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/// </summary>
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RejectedAuthority,
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}
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internal readonly record struct RuntimeRemoteFirstEntryOwnershipSnapshot(
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int ActiveCount)
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{
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internal bool IsConverged => ActiveCount == 0;
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}
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/// <summary>
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/// The dormant, resumable Runtime transaction that dissolves C3's Finding C:
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/// ordinary remote-creature and projectile Creates classify to
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/// <c>SetPosition</c>, but no production path constructs their canonical
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/// <see cref="PhysicsBody"/> at Create time (bodies arrive with first motion
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/// today), so <see cref="RuntimeSetPositionState.SubmitPreparedPlacement"/>'s
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/// <c>Record.PhysicsBody</c> requirement rejects the residence route's
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/// initial placement. This class is the remote analog of the C3a conductor
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/// (<c>RuntimeLocalPlayerFirstEntryState</c>) WITHOUT the publication chain —
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/// remotes have no <c>PlayerMovementController</c> — and with retail body
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/// construction in its place:
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///
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/// mover preparation (retail <c>CPhysicsObj::makeObject</c> shaping the
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/// Setup, which precedes <c>set_description</c> in
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/// <c>ACCObjectMaint::CreateObject</c> 0x00558870 step 2-vs-6) ->
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/// body construction per the exact <c>set_description</c> order
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/// (0x00514F40; <see cref="RuntimeRemoteBodyDescription"/>) bound through the
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/// canonical <see cref="RuntimePhysicsState.GetOrCreatePhysicsBody"/> writer
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/// -> ordinary authored submission
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/// (<see cref="RuntimeSetPositionState.SubmitPreparedPlacement"/> — retail
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/// <c>enter_world</c>, which <c>SmartBox::HandleCreateObject</c> 0x00454C80
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/// runs for a top-level object with a nonzero wire cell AFTER CreateObject
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/// returns) -> Withdraw/Place receipt acknowledgement ->
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/// <see cref="RuntimeInitialCreateContinuationExecutor.Execute"/> (FIFO
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/// drain).
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///
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/// Unlike the local-player path this class never touches the dormant
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/// activation family: no operation it drives ever has
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/// <c>DormantLocalActivation</c> set, so the ordinary submission tail is the
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/// correct — and only — commit route.
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///
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/// PRODUCTION-DRIVEN since the C3c flip: <see cref="RuntimeEntityObjectLifetime"/>
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/// fully constructs and wires this class (construction, retirement fan-out,
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/// bulk session-clear cleanup, ownership fold) exactly like the C3a
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/// conductor, and the host first-entry drive
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/// (<c>RuntimeFirstEntryDriveController</c>) calls <see cref="Advance"/>
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/// for every remote/projectile initial-create residence on both the
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/// graphical and headless hosts.
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/// </summary>
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internal sealed class RuntimeRemoteFirstEntryState
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{
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private enum Stage : byte
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{
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/// <summary>No progress yet, or the mover has not been prepared.</summary>
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AwaitingMoverPreparation,
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/// <summary>Mover command in hand; the body has not been constructed.</summary>
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MoverPrepared,
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/// <summary>
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/// The canonical body is constructed and bound; the placement has
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/// not been submitted.
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/// </summary>
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BodyConstructed,
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/// <summary>
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/// Submission deferred (<c>DeferredCell</c>): the parked operation's
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/// Withdraw/Place receipts are drained from the projection FIFO as
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/// they surface; the wake itself is internal to
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/// <see cref="RuntimeSetPositionState"/>.
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/// </summary>
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PlacementSubmitted,
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/// <summary>
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/// The Place projection token is known but not yet acknowledged.
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/// </summary>
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PlacementCommitted,
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/// <summary>
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/// The Place projection has been acknowledged. Only
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/// <see cref="RuntimeInitialCreateContinuationExecutor.Execute"/>
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/// remains; the acknowledgement step is never re-entered.
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/// </summary>
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Acknowledged,
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}
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private sealed class Progress
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{
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internal required ulong LeaseId { get; init; }
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internal Stage Stage { get; set; } = Stage.AwaitingMoverPreparation;
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internal RuntimeSetPositionCommand PreparedCommand { get; set; }
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internal PhysicsBody? ConstructedBody { get; set; }
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internal RuntimeRemoteBodyConstructionReceipt Construction { get; set; }
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internal RuntimePlacementProjectionToken Projection { get; set; }
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}
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private readonly RuntimeInitialCreateResidenceState _residences;
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private readonly RuntimeInitialCreateContinuationExecutor _executor;
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private readonly RuntimePhysicsState _physics;
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private readonly Dictionary<RuntimeEntityKey, Progress> _progress = [];
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private readonly HashSet<RuntimeEntityKey> _executing = [];
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internal RuntimeRemoteFirstEntryState(
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RuntimeInitialCreateResidenceState residences,
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RuntimeInitialCreateContinuationExecutor executor,
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RuntimePhysicsState physics)
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{
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_residences = residences
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?? throw new ArgumentNullException(nameof(residences));
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_executor = executor
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?? throw new ArgumentNullException(nameof(executor));
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_physics = physics
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?? throw new ArgumentNullException(nameof(physics));
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}
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/// <summary>
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/// Exposes the body-construction receipt for a still-tracked entry —
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/// the MID-FLIGHT half of the consumption rule documented on
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/// <see cref="Advance"/> (C3b review M1): while the sequence is in
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/// flight this query serves diagnostics/tests; the terminal
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/// <c>Completed</c> yield delivers the same receipt through Advance's
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/// own out-param in the call that reaps this entry. Returns false once
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/// the sequence completed or was abandoned.
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/// </summary>
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internal bool TryGetConstruction(
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RuntimeEntityKey key,
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out RuntimeRemoteBodyConstructionReceipt construction)
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{
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if (_progress.TryGetValue(key, out Progress? progress)
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&& progress.ConstructedBody is not null)
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{
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construction = progress.Construction;
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return true;
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}
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construction = default;
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return false;
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}
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/// <summary>
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/// One resumable step. Callers pass the SAME arguments on every retry;
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/// this method re-reads currency from the owning states on every entry
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/// rather than trusting anything cached beyond its own stage cursor and
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/// the exact command/token structs the owning methods themselves require.
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///
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/// <para><b>Construction-receipt consumption rule (C3b review M1),
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/// following the C3a/F2 precedent of receipts riding the terminal
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/// Advance out-params:</b> <paramref name="construction"/> is populated
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/// ONLY on the <see cref="RuntimeRemoteFirstEntryStatus.Completed"/>
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/// yield — the same call that delivers the executor
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/// <paramref name="receipt"/> — because the terminal Advance is a C3c
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/// host's one natural consumption point and the progress entry (the
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/// receipt's only retained storage) is reaped in that same call.
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/// Mid-flight the receipt stays inspectable via
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/// <see cref="TryGetConstruction"/>; after Completed nothing is
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/// retained. A lease whose route performs no SetPosition (Parented/
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/// PickedUp) constructs no body, so its terminal receipt is default.</para>
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/// </summary>
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internal RuntimeRemoteFirstEntryStatus Advance(
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RuntimeEntityRecord record,
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in RuntimeInitialCreateResidenceToken residenceToken,
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IPreparedCollisionSource collisionSource,
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double gameTime,
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in RuntimeInitialCreateExecutionInputs inputs,
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out RuntimeInitialCreateExecutionReceipt receipt,
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out RuntimeRemoteBodyConstructionReceipt construction)
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{
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ArgumentNullException.ThrowIfNull(record);
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ArgumentNullException.ThrowIfNull(collisionSource);
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receipt = default;
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construction = default;
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if (!residenceToken.IsValid || record.Key is not { } key)
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return RuntimeRemoteFirstEntryStatus.RejectedToken;
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// Mirrors the executor's and the C3a conductor's _executing guard: a
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// synchronous reentrant call for the SAME entity fails closed rather
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// than interleaving two drains of one stage machine.
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if (!_executing.Add(key))
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return RuntimeRemoteFirstEntryStatus.Contention;
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try
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{
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return AdvanceCore(
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record,
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residenceToken,
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collisionSource,
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gameTime,
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inputs,
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key,
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out receipt,
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out construction);
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}
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finally
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{
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_executing.Remove(key);
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}
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}
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private RuntimeRemoteFirstEntryStatus AdvanceCore(
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RuntimeEntityRecord record,
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in RuntimeInitialCreateResidenceToken residenceToken,
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IPreparedCollisionSource collisionSource,
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double gameTime,
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in RuntimeInitialCreateExecutionInputs inputs,
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RuntimeEntityKey key,
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out RuntimeInitialCreateExecutionReceipt receipt,
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out RuntimeRemoteBodyConstructionReceipt construction)
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{
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receipt = default;
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construction = default;
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_progress.TryGetValue(key, out Progress? progress);
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// ABA/GUID-reuse guard, exactly like the C3a conductor and the
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// executor's own Progress reconciliation.
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if (progress is not null && progress.LeaseId != residenceToken.LeaseId)
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{
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Discard(key);
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progress = null;
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}
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if (progress is null || progress.Stage is Stage.AwaitingMoverPreparation)
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{
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if (!_residences.TryGetCurrent(
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record,
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out RuntimeInitialCreateResidenceLease lease)
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|| lease.Token != residenceToken)
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{
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if (progress is null)
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return RuntimeRemoteFirstEntryStatus.RejectedToken;
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Discard(key);
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return RuntimeRemoteFirstEntryStatus.RejectedAuthority;
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}
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// This conductor owns REMOTE and PROJECTILE residence leases
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// only. A local-player lease (InitialLogin — or the structurally
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// impossible-at-Create LocalAuthoritative) belongs to the C3a
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// conductor and its publication chain; refusing it here is
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// "nothing tracked in this domain", not an abandonment.
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if (lease.Route.OperationKind
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is not (RuntimeSetPositionOperationKind.RemoteAuthoritative
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or RuntimeSetPositionOperationKind.ProjectileAuthoritative))
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{
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return RuntimeRemoteFirstEntryStatus.RejectedToken;
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}
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if (!lease.Route.PerformsSetPosition)
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{
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// Parented/PickedUp residence: no SetPosition operation
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// exists, so there is nothing to place and — matching
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// today's production behavior for those routes — no body is
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// constructed at Create (retail constructs one, but a
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// parented child's placement is driven by later parent/
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// pickup events; body-at-Create for those routes stays with
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// the first-motion path until a later slice widens this).
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// Skip straight to Execute, mirroring the C3a conductor.
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progress ??= new Progress { LeaseId = residenceToken.LeaseId };
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progress.Stage = Stage.Acknowledged;
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_progress[key] = progress;
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return RunExecute(
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record,
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residenceToken,
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inputs,
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key,
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progress,
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out receipt,
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out construction);
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}
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RuntimeSetPositionMoverPreparationStatus moverStatus = _physics
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.SetPosition.TryPrepareAuthoredMover(
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record,
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lease.Placement,
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lease.Route.OperationKind,
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lease.Route.SetPositionFlags,
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collisionSource,
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gameTime,
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out RuntimeSetPositionCommand command,
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resolveWorldOffsetFromRuntimeFrame: true);
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if (moverStatus
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== RuntimeSetPositionMoverPreparationStatus.RetrySetupUnavailable)
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{
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return RuntimeRemoteFirstEntryStatus.AwaitingCollisionSource;
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}
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if (moverStatus != RuntimeSetPositionMoverPreparationStatus.Prepared)
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{
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if (progress is not null)
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Discard(key);
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return RuntimeRemoteFirstEntryStatus.RejectedAuthority;
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}
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progress ??= new Progress { LeaseId = residenceToken.LeaseId };
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progress.PreparedCommand = command;
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progress.Stage = Stage.MoverPrepared;
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_progress[key] = progress;
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}
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if (progress.Stage is Stage.MoverPrepared)
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{
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if (!_residences.TryGetCurrent(
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record,
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out RuntimeInitialCreateResidenceLease lease)
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|| lease.Token != residenceToken)
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{
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Discard(key);
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return RuntimeRemoteFirstEntryStatus.RejectedAuthority;
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}
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if (record.PhysicsBody is { } existing)
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{
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if (ReferenceEquals(progress.ConstructedBody, existing))
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{
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// Idempotent retry: our own construction already bound.
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progress.Stage = Stage.BodyConstructed;
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}
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else
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{
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// A body this conductor did not construct appeared while
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// the residence lease was still active — an out-of-band
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// owner raced Create-time construction. Never clobber an
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// existing canonical body (the writer map's invariant);
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// fail closed and let the lease's own retirement path
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// converge.
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Discard(key);
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return RuntimeRemoteFirstEntryStatus.RejectedAuthority;
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}
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}
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else if (record.PhysicsBodyAcquisitionInProgress
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|| record.RemoteMotionBindingInProgress)
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{
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// Another owner's binding callback is mid-flight on this
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// exact record (only reachable when this Advance itself runs
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// inside that callback). Typed contention instead of letting
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// GetOrCreatePhysicsBody throw its structural guard.
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return RuntimeRemoteFirstEntryStatus.Contention;
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}
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else
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{
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// Retail order: CreateObject acquires the physics object
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// from the Setup (makeObject — our mover preparation, stage
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// 1) and then applies the PhysicsDesc via set_description
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// (RuntimeRemoteBodyDescription.Construct). Binding runs
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// through the canonical GetOrCreatePhysicsBody writer: its
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// post-factory InitializeNewPhysicsBody re-applies
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// state/velocity/omega from the live snapshot — identical by
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// value to the frozen-description writes the factory already
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// made (nothing between admission and this call mutates the
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// snapshot's physics payload; continuations are queued, not
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// applied) — and its SynchronizeBodyActiveState aligns the
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// Active transient bit with the record's object clock.
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RuntimeRemoteBodyConstructionReceipt built = default;
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PhysicsBody constructed = _physics.GetOrCreatePhysicsBody(
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record,
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r => RuntimeRemoteBodyDescription.Construct(
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r,
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lease.InitialCreate.Physics,
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progress.PreparedCommand,
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out built));
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progress.ConstructedBody = constructed;
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progress.Construction = built;
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progress.Stage = Stage.BodyConstructed;
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}
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}
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if (progress.Stage is Stage.BodyConstructed)
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{
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if (!_residences.TryGetCurrent(
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record,
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out RuntimeInitialCreateResidenceLease lease)
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|| lease.Token != residenceToken)
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{
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Discard(key);
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return RuntimeRemoteFirstEntryStatus.RejectedAuthority;
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}
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RuntimeSetPositionOutcome outcome = _physics.SetPosition
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.SubmitPreparedPlacement(lease.Placement, progress.PreparedCommand);
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switch (outcome.Status)
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{
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case RuntimeSetPositionStatus.CommittedHostAcknowledgementPending:
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progress.Projection = outcome.Projection;
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progress.Stage = Stage.PlacementCommitted;
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break;
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case RuntimeSetPositionStatus.DeferredCell:
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// ParkDeferred published a Withdraw receipt and parked
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// the operation; the projection FIFO drives everything
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// from here (drained in the PlacementSubmitted stage
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// below, this same call).
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progress.Stage = Stage.PlacementSubmitted;
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break;
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default:
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// Rejected (the SetPosition transaction failed — retail's
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// enter_world failure leaves the object celless; the
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// resident-cell-cleanup family owns that destiny, not a
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// silent retry here) or Cancelled (a reentrant observer
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// displaced the operation). Fail closed.
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Discard(key);
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return RuntimeRemoteFirstEntryStatus.RejectedAuthority;
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}
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}
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if (progress.Stage is Stage.PlacementSubmitted)
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{
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if (!_residences.TryGetCurrent(
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record,
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out RuntimeInitialCreateResidenceLease lease)
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|| lease.Token != residenceToken)
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{
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Discard(key);
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return RuntimeRemoteFirstEntryStatus.RejectedAuthority;
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}
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// Drain OUR OWN receipts from the FIFO head as they surface:
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// Withdraw (the deferred park) must be acknowledged before the
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// internal collision-generation wake can resubmit; the wake's
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// commit then publishes the Place this stage is waiting for.
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while (true)
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{
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if (!_physics.SetPosition.TryPeekProjection(
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out RuntimePlacementProjectionSnapshot head))
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{
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// Nothing pending anywhere — the operation is parked
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// awaiting its cell/collision-generation wake. The
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// residence currency check above already proved the
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// placement operation itself is still tracked.
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return RuntimeRemoteFirstEntryStatus.AwaitingPlacement;
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}
|
|
if (head.Token.Entity != key)
|
|
{
|
|
// Another entity's receipt sits ahead of ours in the one
|
|
// ordered FIFO.
|
|
return RuntimeRemoteFirstEntryStatus
|
|
.AwaitingReceiptAcknowledgement;
|
|
}
|
|
if (head.Kind is RuntimePlacementProjectionKind.Withdraw)
|
|
{
|
|
if (!_physics.SetPosition.AcknowledgeProjection(head.Token))
|
|
{
|
|
Discard(key);
|
|
return RuntimeRemoteFirstEntryStatus.RejectedAuthority;
|
|
}
|
|
// The withdrawal acknowledgement may have re-armed (or —
|
|
// when the generation was already ready — synchronously
|
|
// resubmitted) the parked operation; peek again.
|
|
continue;
|
|
}
|
|
if (head.Kind is RuntimePlacementProjectionKind.Place)
|
|
{
|
|
progress.Projection = head.Token;
|
|
progress.Stage = Stage.PlacementCommitted;
|
|
break;
|
|
}
|
|
// Discard (a delete/cancel rewrote our slot) or any other
|
|
// kind bearing our key: authority moved. Leave the receipt
|
|
// for the ordinary host drain — mirroring the C3a
|
|
// conductor's abandonment, which never consumes a Discard
|
|
// it did not publish — and fail closed.
|
|
Discard(key);
|
|
return RuntimeRemoteFirstEntryStatus.RejectedAuthority;
|
|
}
|
|
}
|
|
|
|
if (progress.Stage is Stage.PlacementCommitted)
|
|
{
|
|
if (!_physics.SetPosition.AcknowledgeProjection(progress.Projection))
|
|
{
|
|
// Same re-validation the C3a conductor performs on a failed
|
|
// acknowledge: only a genuinely-not-our-turn FIFO head stays
|
|
// retryable; a retired lease or a rewritten/superseded slot
|
|
// means authority moved.
|
|
if (!IsAcknowledgementStillPending(
|
|
record, residenceToken, progress.Projection))
|
|
{
|
|
Discard(key);
|
|
return RuntimeRemoteFirstEntryStatus.RejectedAuthority;
|
|
}
|
|
return RuntimeRemoteFirstEntryStatus
|
|
.AwaitingReceiptAcknowledgement;
|
|
}
|
|
progress.Stage = Stage.Acknowledged;
|
|
}
|
|
|
|
return RunExecute(
|
|
record,
|
|
residenceToken,
|
|
inputs,
|
|
key,
|
|
progress,
|
|
out receipt,
|
|
out construction);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Re-validates authority after a failed acknowledge — the exact C3a
|
|
/// mechanism, shared verbatim with the local-player conductor via
|
|
/// <see cref="RuntimeFirstEntryAcknowledgement.IsStillPending"/> (C3b
|
|
/// review M2: one body, so the abandonment fix cannot regress
|
|
/// independently in either conductor). Full rationale on the shared
|
|
/// helper.
|
|
/// </summary>
|
|
private bool IsAcknowledgementStillPending(
|
|
RuntimeEntityRecord record,
|
|
in RuntimeInitialCreateResidenceToken residenceToken,
|
|
in RuntimePlacementProjectionToken expected) =>
|
|
RuntimeFirstEntryAcknowledgement.IsStillPending(
|
|
_residences,
|
|
_physics.SetPosition,
|
|
record,
|
|
residenceToken,
|
|
expected);
|
|
|
|
private RuntimeRemoteFirstEntryStatus RunExecute(
|
|
RuntimeEntityRecord record,
|
|
in RuntimeInitialCreateResidenceToken residenceToken,
|
|
in RuntimeInitialCreateExecutionInputs inputs,
|
|
RuntimeEntityKey key,
|
|
Progress progress,
|
|
out RuntimeInitialCreateExecutionReceipt receipt,
|
|
out RuntimeRemoteBodyConstructionReceipt construction)
|
|
{
|
|
construction = default;
|
|
RuntimeInitialCreateExecutionStatus executeStatus = _executor.Execute(
|
|
record, residenceToken, inputs, out receipt);
|
|
switch (executeStatus)
|
|
{
|
|
case RuntimeInitialCreateExecutionStatus.Completed:
|
|
// C3b review M1: the terminal Advance is the one natural
|
|
// consumption point — deliver the construction receipt in
|
|
// the same call that reaps its only retained storage (this
|
|
// progress entry). Default (no body constructed) for a
|
|
// route that performs no SetPosition.
|
|
construction = progress.Construction;
|
|
_progress.Remove(key);
|
|
return RuntimeRemoteFirstEntryStatus.Completed;
|
|
case RuntimeInitialCreateExecutionStatus.PendingPlacement:
|
|
return RuntimeRemoteFirstEntryStatus
|
|
.AwaitingReceiptAcknowledgement;
|
|
case RuntimeInitialCreateExecutionStatus.AwaitingContinuationPlacement:
|
|
return RuntimeRemoteFirstEntryStatus
|
|
.AwaitingContinuationPlacement;
|
|
case RuntimeInitialCreateExecutionStatus.RejectedToken:
|
|
_progress.Remove(key);
|
|
return RuntimeRemoteFirstEntryStatus.RejectedToken;
|
|
default:
|
|
_progress.Remove(key);
|
|
return RuntimeRemoteFirstEntryStatus.RejectedAuthority;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Drops this class's own progress entry for <paramref name="key"/>.
|
|
/// Unlike the C3a conductor there is no publication candidate/activation
|
|
/// to discard — the constructed body, once bound through the canonical
|
|
/// writer, belongs to the record and is torn down by ordinary entity
|
|
/// teardown (retail has no entry-flow rollback; the C3a carried finding
|
|
/// applies identically here). The residence and executor own their own
|
|
/// convergence independently.
|
|
/// </summary>
|
|
private void Discard(RuntimeEntityKey key) => _progress.Remove(key);
|
|
|
|
/// <summary>
|
|
/// Cleanup for one key. <see cref="RuntimeEntityObjectLifetime"/> binds
|
|
/// this into <see cref="RuntimeInitialCreateResidenceState"/>'s multicast
|
|
/// retirement notification (alongside the executor's
|
|
/// <c>DiscardProgress</c> and the C3a conductor's <c>Forget</c>), so any
|
|
/// residence retirement path — delete, reset, generation replacement, a
|
|
/// host discovering staleness — reaps this class's progress
|
|
/// automatically, using the exact key the residence tracked internally.
|
|
/// </summary>
|
|
internal void Forget(RuntimeEntityKey key) => Discard(key);
|
|
|
|
/// <summary>
|
|
/// Bulk cleanup wired into the same session-clear sequence
|
|
/// (<see cref="RuntimeEntityObjectLifetime.BeginSessionClear"/>) as the
|
|
/// executor's and the C3a conductor's own <c>DiscardAll</c> calls.
|
|
/// </summary>
|
|
internal void DiscardAll() => _progress.Clear();
|
|
|
|
internal RuntimeRemoteFirstEntryOwnershipSnapshot CaptureOwnership() =>
|
|
new(_progress.Count);
|
|
}
|