acdream/src/AcDream.App/World
Erik 9966b53174 feat(physics): C4 route 2 — ForcePosition through the canonical placement
A local-player ForcePosition had TWO independent writers for one accepted
packet: LocalForcePositionTransaction snapped the physics body
(PlayerMovementController.BlipPosition, a raw SnapToCell with no collision
resolve), while LiveEntityNetworkUpdateController's generic tail separately
wrote position/cell/rotation to the render WorldEntity from the raw wire and
rebucketed it. Two stores, one packet — the divergence class 670f307c fixed on
the remote path. The outbound AutonomousPosition ack also fired BEFORE any
canonical commit existed: we told ACE "got it, I'm here" before deciding where
"here" was, and the trailing isCurrent() could only suppress the continuation,
never recall the packet.

RuntimeAcceptedPositionDriveController is now the one Runtime-owned seam. Both
hosts call the identical TryExecuteAcceptedLocalPosition; App and headless
project the committed result through the existing placement projection sink
(LiveEntityRuntime.TryApplyRuntimePlacementPlace already performed the same
four writes, from committed state rather than a wire guess).

Retail: SmartBox::HandleReceivedPosition @0x00453FD0's FORCE_POSITION branch is
get_heading -> Frame::set_heading -> SmartBox::BlipPlayer @0x00453940 -> stamp
POSITION_TS -> SendPositionEvent @0x00454091 -> return @0x0045409D. BlipPlayer
is CPhysicsObj::SetPositionSimple @0x005162B0 with flags 0x1012
(Teleport|Slide|SendPositionEvent) — a real collision-resolving SetPosition,
not a snap. The pinned classifier already encoded this exactly.

Named behaviour changes:

* The ack is now an OUTPUT of the committed route, fired strictly after the
  canonical commit and exactly once per accepted force packet.
* The ForcePosition route no longer re-arms the constraint leash. The force
  branch returns at 0x0045409D, ahead of all three ConstrainTo sites
  (0x00454272, 0x0045418A, 0x004541EC); the old re-arm cited retail's "Player,
  normal" branch, which BlipPlayer is not on. The teleport, CommitPreparedPosition
  and first-entry callers legitimately still constrain and are untouched.
* A force correction that terminates WITHOUT committing still sends its
  position event and is not retried — retail's BlipPlayer discards
  SetPositionSimple's SetPositionError return and acks unconditionally.

A single _pending funnel owns the in-flight placement, deciding on the token's
PositionAuthorityVersion against the record's: equal -> clear; advanced with the
newest accepted event still a force -> re-issue, re-classified; advanced to an
ordinary Apply -> clear, since newer server truth owns that pose. This closes a
double-apply/double-ack and a silently-dropped correction that two earlier
iterations of this slice each introduced.

AD-62 records the residual: a ForcePosition our async collision publication
cannot carry to a committed placement is not re-applied. Retail has no park —
its world is fully resident and its placement synchronous — so the state is
unreachable there. AP-131 is NOT retired; its legacy Position caller is route 4.

Deleted: LocalForcePositionTransaction, PlayerMovementController.BlipPosition,
HeadlessSessionWorldProjection.BlipLocalPlayer.

Gates: complete Release solution 10,858 passed / 4 skipped / 0 failed (baseline
10,844/4/0). Two independent Opus reviews (retail-conformance and
architecture/adversarial) PASS on the final diff after three FAIL rounds; every
intermediate state was fully green, so the suite caught none of the four real
defects. Connected acceptance is NOT run: nothing a user can do makes ACE emit
a ForcePosition without retail's @pklite, which acdream does not implement — see
docs/research/2026-08-03-c4-route-2-visual-gate.md.

Known gap, recorded not claimed: the plan's acceptance item 2 is unmet. The App
double-write check is a source pin, and "the committed projection moves the
render entity" is uncovered at any layer (#292). Filed alongside: #286-#291,
#293-#296.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 18:46:36 +02:00
..
CompositeLiveEntityResourceLifecycle.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
DeferredLiveEntityLandblockLoadedSink.cs refactor(app): compose live presentation startup 2026-07-22 17:55:15 +02:00
DormantLiveEntityStore.cs fix(streaming): preserve portal destination ownership 2026-07-25 08:35:12 +02:00
ExternalContainerLifecycleController.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
ILiveEntityRadarSource.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
ILiveEntitySpatialQuery.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
InventoryWorldDropProjectionController.cs fix(interaction): restore retail loot placement and world-drop projection 2026-07-27 00:03:15 +02:00
LiveEntityDeletionController.cs refactor(runtime): own canonical entity and object lifetime 2026-07-26 05:54:46 +02:00
LiveEntityHydrationController.cs feat(physics): C4 route 2 — ForcePosition through the canonical placement 2026-08-03 18:46:36 +02:00
LiveEntityHydrationPorts.cs refactor(runtime): own teleport destination correlation 2026-07-26 17:52:34 +02:00
LiveEntityLivenessController.cs refactor(app): key live projections by runtime identity 2026-07-25 21:50:58 +02:00
LiveEntityPartArrayEnterWorldPort.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
LiveEntityPresentationController.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
LiveEntityProjectionStore.cs refactor(app): key live projections by runtime identity 2026-07-25 21:50:58 +02:00
LiveEntityProjectionWithdrawalController.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
LiveEntityRuntime.cs fix(vfx): resolve an entity's cell through one owner so effects follow it 2026-08-03 14:02:03 +02:00
LiveEntityRuntimeSlot.cs refactor(app): compose live presentation startup 2026-07-22 17:55:15 +02:00
LiveEntityRuntimeTeardownController.cs refactor(app): key live projections by runtime identity 2026-07-25 21:50:58 +02:00
LiveEntityRuntimeViews.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
LiveEntitySameGenerationUpdateRouter.cs refactor(runtime): move accepted entity wire state 2026-07-25 19:52:29 +02:00
LiveEntityTeardown.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
LiveWorldOriginState.cs fix(physics): guard the world-frame agreement proven unreachable by measurement 2026-08-03 14:33:46 +02:00
LocalPhysicsTimestampPublisher.cs refactor(runtime): move accepted entity wire state 2026-07-25 19:52:29 +02:00
RetailInboundEventDispatcher.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
RetailLiveFrameCoordinator.cs feat(app): observe canonical placement receipts 2026-08-01 15:22:52 +02:00
RuntimePlacementPresentationSink.cs feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8) 2026-08-02 18:10:33 +02:00
WorldEnvironmentController.cs fix(diag): Campaign V slice V7 commit 2 - pin the world clock, because the route never did 2026-07-28 19:34:13 +02:00