Verifies Task 12's GpuWorldState wiring preserves the pending-spawn
list mechanism:
1. Live entity parked before its landblock loads — pending count = 1,
adapter not called yet.
2. Landblock arrives with its own atlas-tier entity AND drains the
pending live entity. Adapter sees ONLY the atlas-tier GfxObj
(server-spawned drained entity is filtered by ServerGuid != 0).
3. Live entity arriving AFTER landblock load goes straight to flat
view; adapter is not re-invoked.
4. Landblock unload decrements match load increments.
Three integration tests confirm the existing pending-spawn drain
semantics work correctly with the new adapter, and per-instance-tier
entities (server-spawned) never leak into WB's atlas pipeline.
To exercise the adapter code path (which GpuWorldState gates on
WbFoundationFlag.IsEnabled) without requiring the env var set before
process startup, WbFoundationFlag gains an internal
ForTestsOnly_ForceEnable() method and AcDream.App exposes internals
to AcDream.Core.Tests via InternalsVisibleTo.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>