acdream/tests/AcDream.Runtime.Tests/Gameplay
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
..
InteractionStateTests.cs refactor(runtime): own canonical action state 2026-07-26 10:44:09 +02:00
LocalPlayerImmediatePositionTests.cs refactor(runtime): own local movement and outbound cadence 2026-07-26 12:33:53 +02:00
LocalPlayerOutboundCombatStyleTests.cs refactor(runtime): own local movement and outbound cadence 2026-07-26 12:33:53 +02:00
PlayerMouseLookMovementTests.cs refactor(runtime): own local movement and outbound cadence 2026-07-26 12:33:53 +02:00
PlayerMovementControllerTests.cs feat(runtime): commit dormant SetPosition activation 2026-08-01 14:25:02 +02:00
PlayerOutboundPositionTests.cs refactor(runtime): own local movement and outbound cadence 2026-07-26 12:33:53 +02:00
PlayerPhysicsQuantumCaptureTests.cs fix(physics): port retail slope landing stop 2026-07-31 09:10:53 +02:00
RuntimeActionStateTests.cs refactor(runtime): own combat and magic intent 2026-07-26 11:56:40 +02:00
RuntimeActionTestFactory.cs refactor(runtime): own combat and magic intent 2026-07-26 11:56:40 +02:00
RuntimeCharacterStateTests.cs feat(runtime): bridge executor completion to the placement stream 2026-08-02 05:22:37 +02:00
RuntimeCombatAttackStateTests.cs refactor(runtime): own combat and magic intent 2026-07-26 11:56:40 +02:00
RuntimeCombatModeStateTests.cs refactor(runtime): own combat and magic intent 2026-07-26 11:56:40 +02:00
RuntimeCombatTargetStateTests.cs refactor(runtime): own combat and magic intent 2026-07-26 11:56:40 +02:00
RuntimeCommunicationStateTests.cs refactor(runtime): expose canonical gameplay state 2026-07-26 09:12:30 +02:00
RuntimeGameplayOwnershipTests.cs refactor(runtime): close simulation ownership 2026-07-26 15:53:31 +02:00
RuntimeHostileTargetQueryTests.cs feat(headless): complete deterministic bot command parity 2026-07-27 08:23:36 +02:00
RuntimeInteractionTransactionStateTests.cs refactor(runtime): own interaction transactions 2026-07-26 11:13:09 +02:00
RuntimeInventoryStateTests.cs refactor(runtime): close canonical gameplay ownership 2026-07-26 09:48:51 +02:00
RuntimeLocalPlayerMovementStateTests.cs feat(headless): complete deterministic bot command parity 2026-07-27 08:23:36 +02:00
RuntimeLocalPlayerPhysicsPublicationStateTests.cs feat(runtime): atomically replace collision generations 2026-08-01 17:33:34 +02:00
RuntimeSpellCastStateTests.cs refactor(runtime): own combat and magic intent 2026-07-26 11:56:40 +02:00