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>
210 lines
7.5 KiB
C#
210 lines
7.5 KiB
C#
using System.Numerics;
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using AcDream.App.Rendering;
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using AcDream.App.Physics;
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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.World;
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using DatReaderWriter.DBObjs;
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namespace AcDream.App.Tests.Rendering;
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public sealed class LiveAppearanceAnimationTests
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{
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[Fact]
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public void Capture_UsesCanonicalRecordEntityAndAnimationOwner()
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{
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const uint guid = 0x70000002u;
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var runtime = LiveEntityRuntimeFixture.Create(
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new AcDream.App.Streaming.GpuWorldState(),
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new AcDream.App.World.DelegateLiveEntityResourceLifecycle(_ => { }, _ => { }));
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var spawn = new AcDream.Core.Net.WorldSession.EntitySpawn(
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guid,
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Position: null,
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SetupTableId: null,
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AnimPartChanges: Array.Empty<AcDream.Core.Net.Messages.CreateObject.AnimPartChange>(),
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TextureChanges: Array.Empty<AcDream.Core.Net.Messages.CreateObject.TextureChange>(),
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SubPalettes: Array.Empty<AcDream.Core.Net.Messages.CreateObject.SubPaletteSwap>(),
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BasePaletteId: null,
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ObjScale: null,
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Name: "appearance fixture",
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ItemType: null,
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MotionState: null,
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MotionTableId: null,
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InstanceSequence: 1).WithConsistentPhysics();
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LiveEntityRecord record = runtime.RegisterAndMaterializeProjection(
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spawn,
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id => Entity(id, 0x01000001u, guid));
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WorldEntity entity = Assert.IsType<WorldEntity>(record.WorldEntity);
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var state = new LiveEntityAnimationState
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{
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Entity = entity,
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Setup = new Setup(),
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Animation = new Animation(),
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LowFrame = 0,
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HighFrame = 0,
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Framerate = 0f,
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Scale = 1f,
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PartTemplate = Array.Empty<LiveAnimationPartTemplate>(),
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PartAvailability = Array.Empty<bool>(),
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};
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record.AnimationRuntime = state;
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LiveEntityAppearanceUpdateState captured = Assert.IsType<LiveEntityAppearanceUpdateState>(
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LiveEntityAppearanceBinding.Capture(runtime, guid));
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Assert.Same(entity, captured.Entity);
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Assert.Same(state, captured.Animation);
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}
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[Fact]
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public void RebindAppearance_PreservesEntitySequencerAndPlaybackState()
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{
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var setup = new Setup();
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var animation = new Animation();
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var sequencer = new AnimationSequencer(setup, new MotionTable(), new NullLoader());
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var oldEntity = Entity(0x70000001u, 0x01000001u);
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var state = new LiveEntityAnimationState
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{
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Entity = oldEntity,
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Setup = setup,
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Animation = animation,
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LowFrame = 2,
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HighFrame = 9,
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Framerate = 30f,
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Scale = 1f,
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PartTemplate = [new LiveAnimationPartTemplate(0x01000001u, null, true)],
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PartAvailability = [true],
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CurrFrame = 6.5f,
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Sequencer = sequencer,
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};
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IReadOnlyList<MeshRef> dressedParts =
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[
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new MeshRef(0x01000002u, Matrix4x4.Identity),
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new MeshRef(0x01000003u, Matrix4x4.CreateTranslation(1f, 2f, 3f)),
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];
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oldEntity.ApplyAppearance(dressedParts, paletteOverride: null, partOverrides: []);
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LiveEntityAppearanceBinding.RebindAnimation(
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state,
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oldEntity,
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setup,
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1.25f,
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[
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new LiveAnimationPartTemplate(0x01000002u, null, true),
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new LiveAnimationPartTemplate(0x01000003u, null, true),
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],
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[true, true]);
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Assert.Same(oldEntity, state.Entity);
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Assert.Same(dressedParts, state.Entity.MeshRefs);
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Assert.Same(sequencer, state.Sequencer);
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Assert.Equal(6.5f, state.CurrFrame);
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Assert.Equal((2, 9, 30f), (state.LowFrame, state.HighFrame, state.Framerate));
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Assert.Equal(1.25f, state.Scale);
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Assert.Equal(new[] { 0x01000002u, 0x01000003u },
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state.PartTemplate.Select(part => part.GfxObjId));
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}
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[Fact]
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public void CollisionCommit_DelayedOldIncarnationCannotMutateGuidReplacement()
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{
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const uint guid = 0x70000010u;
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const uint cell = 0x01010001u;
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var spatial = new GpuWorldState();
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spatial.AddLandblock(new LoadedLandblock(
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0x0101FFFFu,
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new LandBlock(),
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Array.Empty<WorldEntity>()));
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var runtime = LiveEntityRuntimeFixture.Create(
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spatial,
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new DelegateLiveEntityResourceLifecycle(_ => { }, _ => { }));
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WorldSession.EntitySpawn first = Spawn(guid, cell, instance: 1);
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runtime.RegisterLiveEntity(first);
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WorldEntity oldEntity = runtime.MaterializeLiveEntity(
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guid,
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cell,
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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 = 0x02000010u,
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Position = Vector3.One,
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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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var registry = new ShadowObjectRegistry();
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registry.Register(
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oldEntity.Id,
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0x01000010u,
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oldEntity.Position,
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oldEntity.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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var builder = new LiveEntityCollisionBuilder(
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_ => false,
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_ => null,
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new LiveEntityDefaultPoseResolver(
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_ => null,
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new NullLoader(),
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dumpMotion: false));
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LiveEntityAppearanceCollisionUpdate update =
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Assert.IsType<LiveEntityAppearanceCollisionUpdate>(
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LiveEntityAppearanceBinding.PrepareCollision(
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runtime,
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builder,
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oldEntity,
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new Setup(),
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Array.Empty<uint>(),
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first,
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Vector3.Zero));
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runtime.RegisterLiveEntity(Spawn(guid, cell, instance: 2));
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Assert.False(LiveEntityAppearanceBinding.CommitCollision(
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runtime,
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registry,
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update));
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Assert.Equal(1, registry.RetainedRegistrationCount);
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}
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private static WorldSession.EntitySpawn Spawn(uint guid, uint cell, ushort instance) => new WorldSession.EntitySpawn(
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guid,
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new CreateObject.ServerPosition(cell, 1f, 1f, 1f, 1f, 0f, 0f, 0f),
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0x02000010u,
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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: "appearance collision 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).WithConsistentPhysics();
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private static WorldEntity Entity(
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uint id,
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uint gfxObjId,
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uint serverGuid = 0x50000001u) => new()
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{
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Id = id,
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ServerGuid = serverGuid,
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SourceGfxObjOrSetupId = 0x02000001u,
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Position = Vector3.Zero,
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Rotation = Quaternion.Identity,
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MeshRefs = [new MeshRef(gfxObjId, Matrix4x4.Identity)],
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};
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private sealed class NullLoader : IAnimationLoader
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{
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public Animation? LoadAnimation(uint id) => null;
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}
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}
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