acdream/src/AcDream.Headless/Hosting
Erik 67f63e85e5 feat(runtime): bridge executor completion to the placement stream
Cutover slice C0 (docs/plans/2026-08-02-placement-cutover.md): the seam
work that lets C3 flip hosts onto a complete receipt stream instead of
growing one mid-cutover. The executor's Released exit now publishes an
acknowledge-only ExecutorCompleted receipt through the one placement
projection stream — registered before observer dispatch, correlated to
the full execution receipt, reaped exactly once on acknowledgement/
discard/session-clear, and counted in the convergence ledger. All three
production placement sinks acknowledge-and-ignore the new kind via early
returns proven behavior-preserving for every existing kind; without them
the first such receipt at cutover would permanently wedge the exact-head
FIFO behind sinks that return false. Provably inert today: the publisher
has no production caller.

Execute's live inputs now derive from Runtime's own owners bound at
GameRuntime construction: UsePositionFromServer is retail's exact
autonomy_level != 2 (CommandInterpreter::UsePositionFromServer
0x006B3B40, startup-only knob), and PlayerDistance uses the live movement
controller's position with a null-safe fallback to the caller struct —
never a fabricated origin. TryPrepareAndSubmitAuthoredPlacement chains
the prepared-collision Setup read through PrepareMover to submission with
zero validation-semantics changes. TryCommitParent and CommitWithdrawal
gain the sibling cancellation flow (residence + ordinary placement
family); TryCommitParent deliberately omits LeaveWorld — retail's
set_parent performs its single gated leave_world (0x00515A90) and a
second would have no counterpart.

Not fully dormant: the two cancellation fixes change Runtime paths
production already calls (today as no-op-adjacent hardening, since
nothing upstream begins a residence yet); everything else is reachable
only by tests. Reviewed: retail-conformance PASS + architecture/
adversarial PASS after one fix round (sink wedge, completion-receipt
lifecycle, null-controller distance). Runtime 921/921; complete Release
solution 10,716 passed / 4 intentional skips.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 05:22:37 +02:00
..
HeadlessGameplayOperations.cs feat(headless): share immutable gameplay content 2026-07-27 09:00:48 +02:00
HeadlessGenerationResetHost.cs feat(headless): complete portable single-session host 2026-07-27 07:36:53 +02:00
HeadlessLocalPlayerFrameHost.cs feat(headless): complete deterministic bot command parity 2026-07-27 08:23:36 +02:00
HeadlessMonotonicTime.cs feat(headless): add deterministic multi-session scheduler 2026-07-27 07:51:49 +02:00
HeadlessProcessContentOwner.cs feat(headless): hydrate isolated collision worlds 2026-07-27 09:25:58 +02:00
HeadlessProcessHost.cs perf(headless): enforce K4 resource envelope 2026-07-27 11:14:50 +02:00
HeadlessProcessScheduler.cs perf(headless): establish K4 resource telemetry 2026-07-27 10:47:31 +02:00
HeadlessRuntimePlacementProjectionSink.cs feat(runtime): bridge executor completion to the placement stream 2026-08-02 05:22:37 +02:00
HeadlessSessionEventRoute.cs feat(headless): observe canonical placement receipts 2026-08-01 15:10:03 +02:00
HeadlessSessionHost.cs feat(headless): observe canonical placement receipts 2026-08-01 15:10:03 +02:00
HeadlessSessionWorldProjection.cs feat(runtime): atomically replace collision generations 2026-08-01 17:33:34 +02:00
HeadlessStaticStateAudit.cs feat(headless): hydrate isolated collision worlds 2026-07-27 09:25:58 +02:00