acdream/src/AcDream.App/Physics
Erik e91f310279 refactor(update): cut over the frame orchestrator
Reduce GameWindow.OnUpdate to one typed orchestration call and remove transitive window callbacks from teardown, liveness, teleport placement, live presentation, auto-entry, and entity packet routing. Preserve the frozen retail object/network order while making the production owner graph explicit and testable.
2026-07-22 03:31:38 +02:00
..
DeferredLiveEntityMotionRuntimeBindings.cs refactor(world): extract live entity network updates 2026-07-21 19:11:49 +02:00
EntityPhysicsHost.cs refactor(runtime): extract local teleport and player mode 2026-07-22 02:50:15 +02:00
ILocalPlayerLandblockSource.cs refactor(streaming): extract the update frame 2026-07-22 01:01:04 +02:00
InboundInterpretedMotionFactory.cs fix(combat): apply server attack motions locally 2026-07-11 13:34:55 +02:00
LiveEntityCollisionBuilder.cs refactor(world): extract live projection mechanics 2026-07-21 16:17:03 +02:00
LiveEntityDefaultPoseResolver.cs refactor(world): extract live projection mechanics 2026-07-21 16:17:03 +02:00
LiveEntityInboundAuthorityGate.cs refactor(world): extract live entity network updates 2026-07-21 19:11:49 +02:00
LiveEntityMotionRuntimeController.cs refactor(world): extract live entity network updates 2026-07-21 19:11:49 +02:00
LiveEntityNetworkUpdateController.cs refactor(update): cut over the frame orchestrator 2026-07-22 03:31:38 +02:00
LiveEntityOrdinaryPhysicsUpdater.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
LiveEntityShadowPublisher.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
LiveEntityVectorRoute.cs refactor(world): extract live entity network updates 2026-07-21 19:11:49 +02:00
LocalForcePositionTransaction.cs refactor(world): extract live entity network updates 2026-07-21 19:11:49 +02:00
LocalPlayerShadowState.cs refactor(world): extract live projection mechanics 2026-07-21 16:17:03 +02:00
LocalPlayerShadowSynchronizer.cs refactor(runtime): extract local teleport and player mode 2026-07-22 02:50:15 +02:00
ProjectileController.cs refactor(runtime): extract the live object frame 2026-07-22 00:42:26 +02:00
RemoteInboundMotionDispatcher.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
RemoteMotion.cs refactor(world): canonicalize live physics host ownership 2026-07-21 14:05:34 +02:00
RemoteMovementObservationTracker.cs refactor(world): extract live entity teardown 2026-07-21 18:25:59 +02:00
RemotePhysicsBodyInitializer.cs feat(physics): integrate live projectile runtime 2026-07-14 12:51:42 +02:00
RemotePhysicsUpdater.cs refactor(world): extract live entity network updates 2026-07-21 19:11:49 +02:00
RemoteServerControlledVelocityCycle.cs refactor(world): extract live entity network updates 2026-07-21 19:11:49 +02:00
RemoteShadowPlacementSynchronizer.cs refactor(update): cut over the frame orchestrator 2026-07-22 03:31:38 +02:00
RemoteTeleportController.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
RemoteTeleportHook.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
RemoteTeleportPlacement.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
ShadowPositionSynchronizer.cs fix(combat): escape occupied login positions 2026-07-12 22:20:17 +02:00