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>
244 lines
8.3 KiB
C#
244 lines
8.3 KiB
C#
using System.Numerics;
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using AcDream.App.Rendering.Vfx;
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using AcDream.App.Streaming;
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using AcDream.App.World;
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using AcDream.Core.Lighting;
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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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using DatReaderWriter.Types;
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namespace AcDream.App.Tests.Rendering.Vfx;
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public sealed class LiveEntityLightControllerTests
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{
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[Fact]
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public void Refresh_FollowsCurrentTopLevelRootAndCell()
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{
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var fixture = new Fixture();
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WorldEntity entity = fixture.Materialize(LiveEntityProjectionKind.World);
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LightSource light = Assert.Single(fixture.Sink.GetOwnedLights(entity.Id)!);
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entity.SetPosition(new Vector3(20, 30, 40));
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entity.ParentCellId = 0x01010002u;
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Assert.True(fixture.Poses.UpdateRoot(entity));
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fixture.Controller.Refresh();
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Assert.Equal(new Vector3(21, 30, 40), light.WorldPosition);
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Assert.Equal(0x01010002u, light.CellId);
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Assert.True(light.IsDynamic);
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}
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[Fact]
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public void Register_AttachedOwnerPreservesComposedChildRoot()
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{
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var fixture = new Fixture();
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WorldEntity entity = fixture.Materialize(LiveEntityProjectionKind.Attached);
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fixture.Poses.Publish(
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entity.Id,
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Matrix4x4.CreateTranslation(50, 60, 70),
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Array.Empty<Matrix4x4>(),
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0x01010001u);
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fixture.Controller.OnAttachedPoseReady(Fixture.Guid);
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fixture.Controller.Refresh();
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LightSource light = Assert.Single(fixture.Sink.GetOwnedLights(entity.Id)!);
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Assert.Equal(new Vector3(51, 60, 70), light.WorldPosition);
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}
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[Fact]
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public void AuthoritativeLightingTransitions_DestroyAndRecreateSetupLights()
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{
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var fixture = new Fixture();
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WorldEntity entity = fixture.Materialize(LiveEntityProjectionKind.World);
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Assert.Equal(1, fixture.Lights.RegisteredCount);
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Assert.True(fixture.Runtime.TryApplyState(
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new SetState.Parsed(
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Fixture.Guid,
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(uint)PhysicsStateFlags.ReportCollisions,
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1,
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2),
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out _));
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fixture.Controller.OnStateChanged(Fixture.Guid);
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Assert.Equal(0, fixture.Lights.RegisteredCount);
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Assert.True(fixture.Runtime.TryApplyState(
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new SetState.Parsed(
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Fixture.Guid,
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(uint)(PhysicsStateFlags.ReportCollisions | PhysicsStateFlags.Lighting),
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1,
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3),
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out _));
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fixture.Controller.OnStateChanged(Fixture.Guid);
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Assert.Equal(1, fixture.Lights.RegisteredCount);
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Assert.Single(fixture.Sink.GetOwnedLights(entity.Id)!);
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}
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[Fact]
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public void SetLightHookStateSurvivesProjectionWithdrawal()
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{
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var fixture = new Fixture();
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WorldEntity entity = fixture.Materialize(LiveEntityProjectionKind.World);
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fixture.Sink.OnHook(
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entity.Id,
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entity.Position,
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new SetLightHook { LightsOn = false });
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Assert.Equal(0, fixture.Lights.RegisteredCount);
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fixture.Controller.Unregister(entity.Id);
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Assert.False(fixture.Controller.Register(Fixture.Guid));
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Assert.Equal(0, fixture.Lights.RegisteredCount);
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}
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[Fact]
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public void LoadedPendingLoadedTransitionsOwnLightPresentationExactlyOnce()
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{
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var fixture = new Fixture();
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fixture.Materialize(LiveEntityProjectionKind.World);
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Assert.Equal(1, fixture.Lights.RegisteredCount);
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fixture.Spatial.RemoveLandblock(0x0101FFFFu);
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Assert.Equal(0, fixture.Lights.RegisteredCount);
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fixture.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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Assert.Equal(1, fixture.Lights.RegisteredCount);
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}
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[Fact]
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public void InitialVisibleProjectionLoadsSetupLightsOnce()
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{
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var fixture = new Fixture();
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fixture.Materialize(LiveEntityProjectionKind.World);
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Assert.Equal(1, fixture.SetupLoadCount);
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Assert.Equal(1, fixture.Lights.RegisteredCount);
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}
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[Fact]
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public void LoadedToLoadedRebucketDoesNotRecreateLightPresentation()
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{
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var fixture = new Fixture();
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fixture.Spatial.AddLandblock(new LoadedLandblock(
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0x0202FFFFu,
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new LandBlock(),
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Array.Empty<WorldEntity>()));
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fixture.Materialize(LiveEntityProjectionKind.World);
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Assert.Equal(1, fixture.SetupLoadCount);
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Assert.True(fixture.Runtime.RebucketLiveEntity(Fixture.Guid, 0x02020001u));
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Assert.Equal(1, fixture.SetupLoadCount);
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Assert.Equal(1, fixture.Lights.RegisteredCount);
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}
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private sealed class Fixture
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{
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public const uint Guid = 0x70000001u;
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private readonly Setup _setup = BuildSetup();
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public Fixture()
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{
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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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Runtime = LiveEntityRuntimeFixture.Create(Spatial, new NoopResources(), _ => { });
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Sink = new LightingHookSink(Lights, Poses);
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Controller = new LiveEntityLightController(
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Runtime,
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Poses,
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Sink,
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setupId =>
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{
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SetupLoadCount++;
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return setupId == 0x02000001u ? _setup : null;
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});
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}
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public GpuWorldState Spatial { get; } = new();
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public LiveEntityRuntime Runtime { get; }
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public EntityEffectPoseRegistry Poses { get; } = new();
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public LightManager Lights { get; } = new();
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public LightingHookSink Sink { get; }
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public LiveEntityLightController Controller { get; }
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public int SetupLoadCount { get; private set; }
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public WorldEntity Materialize(LiveEntityProjectionKind kind)
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{
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WorldSession.EntitySpawn spawn = Spawn();
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Runtime.RegisterLiveEntity(spawn);
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WorldEntity entity = Runtime.MaterializeLiveEntity(
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Guid,
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spawn.Position!.Value.LandblockId,
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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 = 0x02000001u,
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Position = new Vector3(10, 10, 5),
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Rotation = Quaternion.Identity,
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ParentCellId = 0x01010001u,
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MeshRefs = Array.Empty<MeshRef>(),
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},
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kind)!;
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Poses.PublishMeshRefs(entity);
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return entity;
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}
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private static Setup BuildSetup()
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{
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var setup = new Setup();
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setup.Lights[0] = new LightInfo
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{
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ViewSpaceLocation = new Frame
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{
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Origin = Vector3.UnitX,
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Orientation = Quaternion.Identity,
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},
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Color = new ColorARGB { Red = 255, Green = 255, Blue = 255, Alpha = 255 },
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Intensity = 1f,
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Falloff = 8f,
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};
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return setup;
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}
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private static WorldSession.EntitySpawn Spawn()
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{
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var position = new CreateObject.ServerPosition(
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0x01010001u, 10f, 10f, 5f, 1f, 0f, 0f, 0f);
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return new WorldSession.EntitySpawn(
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Guid,
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position,
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0x02000001u,
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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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null,
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null,
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"fixture",
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null,
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null,
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null,
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PhysicsState: (uint)(PhysicsStateFlags.ReportCollisions | PhysicsStateFlags.Lighting),
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InstanceSequence: 1,
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MovementSequence: 1,
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ServerControlSequence: 1,
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PositionSequence: 1).WithConsistentPhysics();
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}
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}
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private sealed class NoopResources : ILiveEntityResourceLifecycle
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{
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public void Register(WorldEntity entity) { }
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public void Unregister(WorldEntity entity) { }
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}
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}
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