Inventory the present selection, interaction, combat, movement, physics, and projectile owners; pin named-retail ordering; and define independently reversible J5.1-J5.7 gates without moving presentation into Runtime. Co-authored-by: Codex <noreply@openai.com>
378 lines
15 KiB
Markdown
378 lines
15 KiB
Markdown
# Modern runtime Slice J5 — movement, physics, interaction, and combat
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**Status:** ACTIVE — J5.1 next
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**Parent:** `2026-07-25-modern-runtime-slice-j.md`, J5
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**Production base:** `2c67a2c3`
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**Authorization:** the user approved Slices F–L, including the Slice J
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gameplay-owner gates, on 2026-07-24
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## Objective
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Move the complete presentation-independent action and simulation graph into
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`AcDream.Runtime` while preserving retail behavior and the accepted graphical
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feel.
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At completion:
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- Runtime owns selection, interaction mode/transactions, combat and spell-cast
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intent, local/remote movement, outbound cadence, per-session physics, and
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projectile simulation;
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- App converts physical input into typed commands and projects committed state
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into cameras, retained UI, animation, sound, particles, markers, and meshes;
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- graphical and future no-window hosts borrow the same owners and observe the
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same ordered state;
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- no render callback, UI element, or camera object is gameplay authority.
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## Presentation boundary
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### Moves to Runtime
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- selected/previous object identity;
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- temporary use/examine/use-item-on-target mode;
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- appraisal/use/pickup/approach transaction identity;
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- combat mode, attack build/request/repeat intent, target identity;
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- spell-cast request intent;
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- `PlayerMovementController` state, movement interpretation, canonical local
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body, object clock, movement managers, and outbound cadence;
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- per-session `PhysicsEngine`, transition scratch, shadow/collision gameplay
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state;
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- remote canonical body/movement state;
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- projectile component state and simulation;
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- typed views, commands, ordered events, reset, disposal, and ownership
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ledgers for all of the above.
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### Remains in App
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- Silk input sources and configurable key/chord mapping;
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- camera orbit, mouse cursor capture, and device-delta filtering;
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- world ray construction/picking;
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- selection lighting pulse, vivid markers, and selected-object HUD;
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- combat/spell bars and retained target-mode cursor images;
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- animated part/root pose composition;
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- meshes, terrain/EnvCell streaming publication, sounds, particles, lights,
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translucency, and debug drawing;
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- UI text, toasts, drag/drop visuals, pending-slot mesh, and appraisals'
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retained window.
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The camera's instant mouse-look mode still emits typed retail turn/sidestep
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commands to Runtime. The camera may not write the player heading directly.
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## Fixed invariants
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1. Retail algorithms and branch/order semantics do not change during the move.
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2. One mutable owner exists for every state class.
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3. Runtime has no App/UI/backend dependency.
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4. `RuntimeEntityRecord` remains canonical entity identity and physics
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authority; App `LiveEntityRecord` remains a projection sidecar.
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5. `RuntimeInventoryState` remains the only busy/inventory-transaction owner.
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6. Core flat collision data is immutable/shareable. Each runtime/session owns
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its `PhysicsEngine`, transition scratch, bodies, shadows, interpolation, and
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projectile state.
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7. All mutation stays on the existing update thread. Network workers enqueue
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immutable messages only.
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8. App input-to-Runtime commands are synchronous; no extra frame, polling
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mirror, or background queue is introduced.
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9. App presentation callbacks may re-enter/delete/replace entities. Every
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continuation revalidates exact record, incarnation, authority version, and
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object-clock epoch before commit.
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10. Reset/disposal executes every suffix after an observer failure and refuses
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a new session until the complete ownership ledger converges.
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11. Every sub-slice is independently buildable, tested, connected-gated where
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behavior can change, documented, committed, and given an exact rollback.
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## Execution ledger
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| Sub-slice | Status | Result/evidence |
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|---|---|---|
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| J5.0 owner/retail inventory | complete | `docs/research/2026-07-26-slice-j5-owner-and-retail-order-inventory.md` |
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| J5.1 canonical action state | next | selection, combat state, target-mode owner |
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| J5.2 interaction transactions | pending | use/appraisal/pickup/approach state and transport ordering |
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| J5.3 combat and magic intent | pending | attack/mode/target/cast owners and typed input |
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| J5.4 local movement and outbound cadence | pending | controller, body, movement managers, MTS/AP/jump cadence |
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| J5.5 per-session physics and remote simulation | pending | engine/scratch/shadows/remote canonical body |
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| J5.6 projectile runtime | pending | canonical component/simulation plus App projection acknowledgements |
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| J5.7 combined cleanup and closeout | pending | no mirrors, no-window parity, teardown, connected and visual gates |
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## J5.1 — canonical action state
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Create one Runtime owner for:
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- `SelectionState`;
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- `CombatState`;
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- presentation-free interaction/target-mode state.
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Actions:
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1. Move interaction-mode types/state from App UI into Runtime gameplay.
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2. Make Runtime construct all three exact owners.
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3. Remove Program's selection construction and GameWindow's direct combat
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construction.
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4. Make App composition, session routing, retained UI, plugins, and current
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Runtime commands/views borrow the exact Runtime instances.
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5. Remove `ItemInteractionController`'s optional private
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`InteractionState` fallback; production and tests must pass the exact owner.
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6. Add a combined ownership/revision snapshot and failure-safe reset/disposal.
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7. Add Runtime views for selection, combat mode/known health, and interaction
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mode without exposing mutable collections.
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Gate:
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- named-retail selection order and deduplication;
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- combat Begin/reset defaults;
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- target-mode enter/acquire/cancel/reset;
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- UI/plugin observer failure isolation;
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- two Runtime instances in one process;
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- exact graphical/direct owner identity;
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- source guard proving App cannot construct a production owner;
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- Runtime dependency and assembly-load closure;
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- focused Runtime/App tests, Release build, full Release suite, connected
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lifecycle/reconnect route.
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## J5.2 — interaction transactions
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Split App orchestration into:
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- App `WorldSelectionQuery`/picker/lighting/drag presentation;
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- Runtime interaction transaction owner;
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- typed query, movement, inventory-policy, transport, and presentation
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acknowledgement seams.
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Runtime owns:
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- use throttle and source/target identity;
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- appraisal request/current identity;
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- ordinary use reservation transfer to authoritative UseDone;
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- pickup request and exact post-arrival identity/token;
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- ordered outbound interaction queue;
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- entity-hidden/deleted cancellation;
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- reset/disposal convergence.
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App retains:
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- cursor position and world ray;
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- lighting pulse;
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- toasts/text rendering;
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- retained drag/drop and pending-slot drawing.
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Ordering:
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- ordinary Use sends immediately, then transfers its busy reservation to
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UseDone;
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- targeted Use enters mode until a compatible target is acquired;
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- pickup's same-frame send drains after local movement output and before
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inbound dispatch;
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- post-arrival pickup sends once only on natural completion;
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- stale/replaced object identities never execute queued work.
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Gate:
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- current connected near/far door/NPC/corpse use;
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- item-on-target, appraisal, pickup, pending-slot accept/failure;
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- same-frame W-release plus R;
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- delete/GUID reuse, hidden target, cancellation, transport failure, callback
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reentrancy, reset/disposal;
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- normalized graphical/direct ordered traces and no duplicate busy owner.
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## J5.3 — combat and magic intent
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Move:
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- `CombatAttackController`'s presentation-free build/request/repeat state;
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- combat-mode selection/default policy;
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- target death/auto-target identity transitions;
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- `SpellCastingController` intent and last-request state.
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Replace `InputAction` dependencies with Runtime-specific typed commands.
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App maps configured actions and bar/button presses onto those commands and
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projects Runtime snapshots.
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Keep App-only:
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- combat/spell bar widgets;
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- camera target tracking;
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- animation, sound, particles, and response text layout;
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- DAT catalog/icon/formula presentation.
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Ordering:
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- movement aborts repeat attack at the existing retail input boundary;
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- targeted attack/cast turns through the shared movement owner before
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release;
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- cast stops movement, emits exactly one targeted/untargeted request, then
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increments the shared busy reference;
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- server attack/cast completion remains authoritative.
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Gate:
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- power-bar cadence and height selection;
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- repeat start/abort/movement cancellation;
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- combat-mode equipment defaults;
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- 180-degree bow/spell target facing;
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- hostile-only auto-target after death;
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- self/untargeted/targeted spell requests, component failure, busy completion;
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- graphical bar parity and direct typed-command parity.
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## J5.4 — local movement and outbound cadence
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Move `PlayerMovementController`, its data types, and
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`LocalPlayerOutboundController` into Runtime. Replace test-era environment
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reads with typed construction options and the Runtime character movement-skill
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projection.
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App provides:
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- current typed movement snapshot from the input dispatcher;
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- filtered mouse-look turn adjustment;
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- animation root-motion frame and completion acknowledgements;
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- optional diagnostic sink.
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Runtime owns:
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- canonical local `PhysicsBody`, `MotionInterpreter`, `MovementManager`,
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`MoveToManager`, `PositionManager`, and object clock;
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- local input edge interpretation;
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- run lock, jump charge/launch, movement/contact state;
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- target-facing movement;
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- pre-inbound MTS/jump and post-inbound autonomous-position send cadence;
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- complete canonical `Position`, contact-plane, timestamps, and sent baselines.
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Gate:
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- bit-exact `RawMotionState`, MTS, jump, and autonomous-position fixtures;
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- strict cadence/equality boundaries;
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- complete quaternion/cell-local frame;
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- short-tap animation-owned start;
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- run/walk/back/strafe/turn/mouse-look/jump/land;
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- portal/focus/reset teardown;
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- target-facing and movement-aborts-repeat ordering;
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- zero added per-frame allocations after warmup.
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## J5.5 — per-session physics and remote simulation
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Add a Runtime physics owner that constructs one `PhysicsEngine` per runtime
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instance. App streaming publishes immutable prepared collision assets through
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typed admission/withdrawal acknowledgements.
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Move canonical remote simulation state and component indexes from App sidecars
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to `RuntimeEntityRecord`/Runtime owners:
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- remote body/interpolation/movement-manager state;
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- canonical cell/rebucket writes;
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- physics-host lookup;
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- shadow/collision gameplay membership;
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- ordinary-object update workset.
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App consumes committed snapshots/events to:
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- update `WorldEntity`;
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- rebucket render projections;
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- publish current root/part/equipped-child poses;
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- refresh graphical collision/debug views.
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Gate:
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- complete flat collision conformance corpus remains bit-identical;
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- fresh/reused engine parity and zero-allocation resolve profiles;
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- player and remote position/cell/orientation parity;
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- crowd de-overlap, doors, stairs, dungeon/cell seams, login placement;
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- hidden/pending/rehydration, teleport correction, delete/GUID reuse;
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- two concurrent Runtime instances prove scratch/shadow isolation.
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## J5.6 — projectile runtime
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Move projectile component identity, prediction versions, and simulation into
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Runtime. Store the canonical component on `RuntimeEntityRecord`, not the App
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sidecar.
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Runtime uses:
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- existing Core `ProjectilePhysicsStepper`;
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- canonical body/cell/state/timestamp authority;
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- strict prepared collision shapes;
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- existing split Begin/Complete prediction with exact-version revalidation.
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App acknowledges successful commits by:
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- updating/rebucketing the render projection;
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- synchronizing graphical shadow representation;
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- publishing effect root/pose.
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App does not decide collision outcome, impact, damage, effect, or deletion.
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Gate:
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- existing clamp/gravity/AlignPath/angular/collision/thin-wall fixtures;
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- designated-target exclusion semantics;
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- loaded/pending/cross-landblock/correction/delete/GUID-reuse;
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- 96-owner lifetime/effect stress;
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- no duplicated mesh, effect, shadow, body, or script owner;
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- arrow, bolt, and representative spell projectile connected route.
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## J5.7 — combined cleanup and closeout
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Delete:
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- temporary App owner fields and construction fallbacks;
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- App simulation component dictionaries;
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- current-runtime adapters that reconstruct moved snapshots;
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- reset/disposal branches replaced by Runtime;
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- compatibility aliases after all consumers borrow Runtime.
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Add:
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- one J5 ownership ledger;
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- failure injection at every construction, subscription, command, projection
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acknowledgement, reset, and disposal boundary;
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- graphical/direct normalized traces;
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- Runtime-only movement/use/combat/cast/projectile fixture host;
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- source/dependency guards against App/backend leakage and duplicate owners.
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Run:
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1. focused Core physics/selection/combat tests;
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2. Runtime state/command/event/teardown tests;
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3. App input/interaction/combat/magic/physics/projectile tests;
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4. Release build and complete Release suite;
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5. exact-binary lifecycle/reconnect route;
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6. canonical nine-stop movement/combat/jump route;
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7. connected interaction, casting, projectile, portal, and reconnect route;
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8. user graphical feel gate for movement, facing, use, combat/cast bars, and
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visible missiles;
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9. architecture, divergence, issue, roadmap, AGENTS/CLAUDE, and durable-memory
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reconciliation.
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## Commit and rollback discipline
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Each sub-slice lands as one independently reversible production commit followed
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by a documentation/evidence checkpoint where needed.
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Planned production commit sequence:
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1. `refactor(runtime): own canonical action state`
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2. `refactor(runtime): own interaction transactions`
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3. `refactor(runtime): own combat and magic intent`
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4. `refactor(runtime): own local movement and outbound cadence`
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5. `refactor(runtime): own per-session physics simulation`
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6. `refactor(runtime): own projectile simulation`
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7. `refactor(runtime): close simulation ownership`
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Record each full SHA and exact `git revert <sha>` command in this file before
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running its connected gate. Revert J5 groups in reverse order. Do not revert
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J4 or the flat-collision Slice I cutover to mask a J5 ownership failure.
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## Acceptance
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J5 is complete only when:
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- every listed presentation-free owner is constructed by Runtime;
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- App owns presentation only and borrows exact Runtime state;
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- graphical and no-window commands produce the same ordered state and packets;
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- collision and trajectory fixtures remain bit-identical;
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- reset, reconnect, same-process multiple-instance, GUID reuse, and failure
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injection converge every owner;
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- no extra frame or per-frame allocation regression exists;
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- complete Release and connected gates pass;
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- the user accepts graphical movement, facing, interaction, combat/casting,
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and projectile behavior;
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- architecture, roadmap, milestones, issues/divergences, AGENTS/CLAUDE,
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evidence, memory, and rollback instructions are synchronized.
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