Move appearance rebinding, collision construction, default-pose resolution, local shadow ownership, and exact leave-world presentation into focused owners. Preserve retail parent ordering with staged validation, committed recovery, recursive attached-subtree withdrawal, and retryable exact teardown across parent, pickup, position, unwield, and pose-loss edges. Co-Authored-By: OpenAI Codex <codex@openai.com>
289 lines
11 KiB
C#
289 lines
11 KiB
C#
using System.Numerics;
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using AcDream.App.Physics;
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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.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.Plugins;
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using AcDream.Core.World;
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using AcDream.Plugin.Abstractions;
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using DatReaderWriter.DBObjs;
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namespace AcDream.App.Tests.World;
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public sealed class LiveEntityProjectionWithdrawalControllerTests
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{
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private const uint Guid = 0x70000200u;
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private const uint Cell = 0x01010001u;
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[Fact]
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public void ComponentFailure_StopsBeforeCanonicalWithdrawal_AndRetryConverges()
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{
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var fixture = new Fixture();
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LiveEntityRecord record = fixture.Spawn(instance: 1);
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fixture.Poses.EffectPoseChanged += ThrowOnPoseChange;
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Assert.Throws<InvalidOperationException>(() =>
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fixture.Controller.Withdraw(Guid, localPlayerGuid: 0u));
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Assert.True(record.IsSpatiallyProjected);
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Assert.Empty(fixture.GameState.Entities);
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Assert.Equal(0, fixture.Poses.Count);
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Assert.DoesNotContain(
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fixture.Physics.ShadowObjects.GetObjectsInCell(Cell),
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entry => entry.EntityId == record.WorldEntity!.Id);
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Assert.Equal(1, fixture.Physics.ShadowObjects.SuspendedRegistrationCount);
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fixture.Poses.EffectPoseChanged -= ThrowOnPoseChange;
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Assert.True(fixture.Controller.Withdraw(Guid, localPlayerGuid: 0u));
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Assert.False(record.IsSpatiallyProjected);
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static void ThrowOnPoseChange(uint _) =>
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throw new InvalidOperationException("fixture pose observer failure");
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}
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[Fact]
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public void RuntimeObserverFailure_CommitsCanonicalWithdrawalAfterComponentsRemoved()
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{
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var fixture = new Fixture();
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LiveEntityRecord record = fixture.Spawn(instance: 1);
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fixture.Live.ProjectionVisibilityChanged += ThrowOnHidden;
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Assert.ThrowsAny<Exception>(() =>
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fixture.Controller.Withdraw(Guid, localPlayerGuid: 0u));
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Assert.False(record.IsSpatiallyProjected);
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Assert.False(record.IsSpatiallyVisible);
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Assert.Empty(fixture.GameState.Entities);
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Assert.Equal(0, fixture.Poses.Count);
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static void ThrowOnHidden(LiveEntityRecord _, bool visible)
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{
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if (!visible)
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throw new InvalidOperationException("fixture runtime observer failure");
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}
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}
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[Fact]
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public void OrdinaryLeaveWorld_SuspendsRetainedShadow_AndReentryRestoresIt()
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{
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var fixture = new Fixture();
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LiveEntityRecord record = fixture.Spawn(instance: 1);
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uint localId = record.WorldEntity!.Id;
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Assert.Contains(
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fixture.Physics.ShadowObjects.GetObjectsInCell(Cell),
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entry => entry.EntityId == localId);
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Assert.True(fixture.Controller.Withdraw(Guid, localPlayerGuid: 0u));
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Assert.DoesNotContain(
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fixture.Physics.ShadowObjects.GetObjectsInCell(Cell),
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entry => entry.EntityId == localId);
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Assert.True(fixture.Live.RebucketLiveEntity(Guid, Cell));
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Assert.Contains(
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fixture.Physics.ShadowObjects.GetObjectsInCell(Cell),
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entry => entry.EntityId == localId);
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}
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[Fact]
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public void ComponentCallbackReplacesGuid_DoesNotWithdrawReplacement()
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{
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var fixture = new Fixture();
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LiveEntityRecord old = fixture.Spawn(instance: 1);
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LiveEntityRecord? replacement = null;
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bool replacing = false;
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fixture.LocalShadow.Set(Vector3.One, Quaternion.Identity, Cell);
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fixture.Poses.EffectPoseChanged += OnPoseChanged;
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Assert.False(fixture.Controller.Withdraw(Guid, localPlayerGuid: Guid));
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Assert.NotNull(replacement);
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Assert.True(fixture.Live.TryGetRecord(Guid, out LiveEntityRecord current));
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Assert.Same(replacement, current);
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Assert.True(current.IsSpatiallyProjected);
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Assert.Equal(new Vector3(9f, 9f, 9f), current.WorldEntity!.Position);
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Assert.NotNull(fixture.LocalShadow.Current);
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Assert.NotSame(old, current);
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void OnPoseChanged(uint localId)
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{
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if (replacement is not null || replacing || localId != old.WorldEntity!.Id)
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return;
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replacing = true;
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replacement = fixture.Spawn(instance: 2, position: new Vector3(9f, 9f, 9f));
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fixture.LocalShadow.Set(new Vector3(9f), Quaternion.Identity, Cell);
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}
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}
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[Fact]
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public void ComponentCallbackReprojectsSameIncarnation_DoesNotWithdrawNewPosition()
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{
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var fixture = new Fixture();
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LiveEntityRecord record = fixture.Spawn(instance: 1);
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bool reentered = false;
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fixture.Poses.EffectPoseChanged += OnPoseChanged;
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Assert.False(fixture.Controller.Withdraw(Guid, localPlayerGuid: 0u));
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Assert.True(record.IsSpatiallyProjected);
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Assert.True(record.IsSpatiallyVisible);
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Assert.Equal(new Vector3(8f, 7f, 6f), record.WorldEntity!.Position);
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Assert.Contains(fixture.GameState.Entities, entity => entity.Id == record.WorldEntity.Id);
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Assert.Equal(1, fixture.Poses.Count);
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void OnPoseChanged(uint localId)
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{
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if (reentered || localId != record.WorldEntity!.Id)
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return;
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reentered = true;
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var position = new WorldSession.EntityPositionUpdate(
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Guid,
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new CreateObject.ServerPosition(
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Cell, 8f, 7f, 6f, 1f, 0f, 0f, 0f),
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Velocity: null,
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PlacementId: null,
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IsGrounded: true,
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InstanceSequence: 1,
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PositionSequence: 2,
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TeleportSequence: 0,
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ForcePositionSequence: 0);
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Assert.True(fixture.Live.TryApplyPosition(
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position,
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isLocalPlayer: false,
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forcePositionRotation: null,
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currentLocalVelocity: null,
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out PositionTimestampDisposition disposition,
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out WorldSession.EntitySpawn accepted,
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out _));
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Assert.Equal(PositionTimestampDisposition.Apply, disposition);
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record.WorldEntity.SetPosition(new Vector3(8f, 7f, 6f));
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Assert.True(fixture.Live.RebucketLiveEntity(
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Guid,
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accepted.Position!.Value.LandblockId));
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var snapshot = new WorldEntitySnapshot(
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record.WorldEntity.Id,
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record.WorldEntity.SourceGfxObjOrSetupId,
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record.WorldEntity.Position,
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record.WorldEntity.Rotation);
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fixture.GameState.Add(snapshot);
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fixture.Events.UpsertCurrent(snapshot);
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fixture.Poses.PublishMeshRefs(record.WorldEntity);
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}
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}
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[Fact]
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public void LogicalLocalPlayerTeardownWithoutReplacement_ClearsShadowSnapshot()
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{
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var fixture = new Fixture();
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fixture.Spawn(instance: 1);
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fixture.LocalShadow.Set(Vector3.One, Quaternion.Identity, Cell);
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Assert.True(fixture.Live.UnregisterLiveEntity(
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new DeleteObject.Parsed(Guid, InstanceSequence: 1),
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isLocalPlayer: false));
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Assert.Null(fixture.LocalShadow.Current);
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}
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private sealed class Fixture
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{
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internal Fixture()
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{
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Spatial.AddLandblock(new LoadedLandblock(
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(Cell & 0xFFFF0000u) | 0xFFFFu,
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new LandBlock(),
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Array.Empty<WorldEntity>()));
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var lifecycle = new DeferredLiveEntityRuntimeComponentLifecycle();
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Live = new LiveEntityRuntime(
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Spatial,
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new DelegateLiveEntityResourceLifecycle(_ => { }, _ => { }),
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lifecycle);
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Projectiles = new ProjectileController(
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Live,
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Physics,
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_ => null,
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_ => { },
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() => (0, 0));
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Controller = new LiveEntityProjectionWithdrawalController(
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Live,
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Projectiles,
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GameState,
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Events,
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Physics.ShadowObjects,
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Poses,
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LocalShadow);
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Presentation = new LiveEntityPresentationController(
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Live,
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Physics.ShadowObjects,
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(_, _, _) => false);
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lifecycle.Bind(new DelegateLiveEntityRuntimeComponentLifecycle(
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record => Controller.LeaveWorld(record, Guid)));
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}
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internal GpuWorldState Spatial { get; } = new();
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internal LiveEntityRuntime Live { get; }
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internal PhysicsEngine Physics { get; } = new();
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internal ProjectileController Projectiles { get; }
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internal WorldGameState GameState { get; } = new();
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internal WorldEvents Events { get; } = new();
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internal EntityEffectPoseRegistry Poses { get; } = new();
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internal LocalPlayerShadowState LocalShadow { get; } = new();
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internal LiveEntityProjectionWithdrawalController Controller { get; }
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internal LiveEntityPresentationController Presentation { get; }
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internal LiveEntityRecord Spawn(ushort instance, Vector3? position = null)
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{
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WorldSession.EntitySpawn spawn = new(
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Guid,
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new CreateObject.ServerPosition(Cell, 1f, 2f, 3f, 1f, 0f, 0f, 0f),
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0x02000200u,
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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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BasePaletteId: null,
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ObjScale: 1f,
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Name: "projection fixture",
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ItemType: null,
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MotionState: null,
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MotionTableId: null,
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InstanceSequence: instance);
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LiveEntityRecord record = Live.RegisterLiveEntity(spawn).Record!;
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WorldEntity entity = Live.MaterializeLiveEntity(
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Guid,
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Cell,
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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 = 0x02000200u,
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Position = position ?? new Vector3(1f, 2f, 3f),
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Rotation = Quaternion.Identity,
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MeshRefs = Array.Empty<MeshRef>(),
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ParentCellId = Cell,
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})!;
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var snapshot = new WorldEntitySnapshot(
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entity.Id,
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entity.SourceGfxObjOrSetupId,
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entity.Position,
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entity.Rotation);
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GameState.Add(snapshot);
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Events.UpsertCurrent(snapshot);
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Poses.PublishMeshRefs(entity);
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Physics.ShadowObjects.Register(
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entity.Id,
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entity.SourceGfxObjOrSetupId,
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entity.Position,
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entity.Rotation,
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radius: 0.5f,
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worldOffsetX: 0f,
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worldOffsetY: 0f,
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landblockId: Cell,
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seedCellId: Cell,
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isStatic: false);
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Assert.True(Presentation.OnLiveEntityReady(Guid));
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return record;
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}
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}
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}
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