acdream/tests/AcDream.Runtime.Tests
Erik 7e6033d0ad refactor(runtime): own per-session physics simulation
Move the sole PhysicsEngine, production cache, collision admissions, canonical bodies and hosts, remote components, ordinary/remote worksets, simulation, cell commits, and shadow synchronization under RuntimeEntityObjectLifetime. Keep App as the prepared-asset, animation-input, and render-projection adapter while preserving the named-retail update and collision order.

Add exact-incarnation, object-clock, callback-reentrancy, GUID-reuse, two-runtime isolation, source ownership, collision publication, and graphical projection coverage. Release build and the complete 8,588-test solution pass.

Co-authored-by: Codex <noreply@openai.com>
2026-07-26 13:39:57 +02:00
..
Entities harden(runtime): close canonical entity object lifetime 2026-07-26 07:13:42 +02:00
Gameplay refactor(runtime): own local movement and outbound cadence 2026-07-26 12:33:53 +02:00
Physics refactor(runtime): own per-session physics simulation 2026-07-26 13:39:57 +02:00
Session refactor(runtime): expose canonical gameplay state 2026-07-26 09:12:30 +02:00
AcDream.Runtime.Tests.csproj arch(runtime): establish presentation-independent boundary 2026-07-25 17:33:11 +02:00
GameRuntimeContractTests.cs refactor(runtime): own combat and magic intent 2026-07-26 11:56:40 +02:00
RuntimeDependencyBoundaryTests.cs arch(runtime): establish presentation-independent boundary 2026-07-25 17:33:11 +02:00