Reconcile J3 with later gameplay lifetime groups, inventory the current mixed entity/object ownership, and define the staged canonical identity, projection, object-table, delta, teardown, and no-window gates. Co-authored-by: Codex <codex@openai.com>
4.9 KiB
Slice J3 entity ownership inventory
Baseline
Production base: 9496c01b.
The accepted J2 binary passes 8,428 Release tests with five skips and the
seven-checkpoint connected lifecycle/reconnect gate at
logs/connected-world-gate-20260725-193936/report.json.
At this baseline:
LiveEntityRuntime.csis 2,866 lines and is referenced by roughly 100 App source/test files;- it owns both canonical GUID/incarnation/timestamp state and graphical projection/component state;
InboundPhysicsStateControllerandParentAttachmentStateare already presentation-free but still reside in App;ClientObjectTableis a presentation-free Core type, but its production instance is publicly owned byGameWindow;- the retained render scene is a derived projection and is not a second gameplay/GUID authority.
Existing retail oracle
J3 changes ownership, not behavior. It preserves the already cited ports:
CObjectMaint::CreateObjectCObjectMaint::DeleteObject @ 0x00508460CPhysicsObj::set_description @ 0x00514F40CPhysicsObj::change_cell @ 0x00513390CPhysicsObj::exit_world @ 0x00514E60ACCWeenieObject::ServerSaysMoveItem @ 0x0058DBB0- the SmartBox CreateObject/event flow in
docs/research/2026-07-13-retail-projectile-vfx-pseudocode.md
No new AC algorithm or constant is introduced. Any later behavioral question returns to named retail before implementation.
Field ownership
| State | J3 owner | Notes |
|---|---|---|
Server GUID and INSTANCE_TS |
Runtime | One current incarnation only |
| Runtime local identity and reverse lookup | Runtime | Issued by Runtime; never inferred by App |
| Latest accepted immutable spawn | Runtime | Includes accepted raw properties and timestamps |
| Position/state/vector/movement/object-description authority versions | Runtime | Reentrant operation validation |
| Full cell and canonical landblock | Runtime | Authoritative object placement, not streaming residency |
| Raw/final physics state and object clock | Runtime | Existing behavior; later physics relocation is J5 |
| Parent candidates and accepted parent relation | Runtime | Exact arrival and generation order |
| Session lifetime version, GUID operation versions, tombstones | Runtime | Retryable replacement/delete/clear |
ClientObjectTable and placement/container indices |
Runtime | Existing Core type, same instance |
WorldEntity and mesh/resource registration |
App projection | Keyed by local identity + incarnation |
| Loaded/pending bucket and derived visibility | App projection | Streaming fact, not object identity |
| Animation/effect/light/projectile presentation | App projection | No references from Runtime |
| Hydration/recovery/appearance synchronization flags | App projection | Retryable graphical transaction |
| Selection geometry, radar and paperdoll | App projection | Borrow canonical object facts |
HasPartArray, PhysicsBody, and movement-manager/physics-host fields are
presentation-independent simulation facts. J3 must not push them into App just
to simplify the split. Their behavior and final lifetime-group relocation are
handled in J5.
Current mixed-owner hazards
- Local IDs are currently reserved when App materializes a
WorldEntity. Runtime must own the allocator while preserving that graphical allocation order until parity is proven. - Logical tombstones currently retain App teardown plans on
LiveEntityRecord. J3 replaces this with a typed, exact, retryable projection acknowledgement. - Active animation/remote/projectile worksets currently live beside the GUID map. They move intact to the App projection store.
GpuWorldStateand several presentation controllers accept server GUID as their primary key. They must consume Runtime local identity plus incarnation and treat GUID only as immutable payload metadata.GameWindow.Objectsmakes the graphical shell appear to own the canonical object table. J3 replaces it with a Runtime lifetime-group owner borrowed by UI and presentation composition.
Do not retry
| Dead direction | Why |
|---|---|
| Copy the GUID map into Runtime while keeping App's map | Creates two worlds and ambiguous teardown |
| Let App allocate an independent local ID | Breaks cross-host identity and stale-incarnation rejection |
Put WorldEntity or App component interfaces in Runtime |
Makes headless a hidden graphical host |
| Deliver projection updates through a later-frame queue | Changes accepted presentation and input timing |
| Move vitals/spells/combat opportunistically in J3 | Splits the J4/J5 lifetime groups |
| Re-key everything by GUID and call it a projection cache | Leaves App as a second identity authority |
J3.1 first move
InboundPhysicsStateController, ParentAttachmentState, their immutable
result types, and dedicated tests move into AcDream.Runtime.Entities
unchanged. App temporarily composes these Runtime owners until the canonical
directory and projection store cut over in later J3 sub-slices.